Results 1 to 15 of 15

Thread: Chapter 4: Class Abilities

  1. #1
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default Chapter 4: Class Abilities

    Chapter 4: Class Abilities

    This is a list of all of the abilities in the game, organized by class, complete with prerequisites and all you'll need to know about them! Abilities are what help flesh out your character, and determine what your character is capable of. Every ability costs an amount of JP, which can be earned in almost every facet of the game. When you have enough JP to buy an Ability, you must simply go to the JP Spending thread in your Kingdom's Officer Information Board or - for free officers - in the Ivalice HQ, and you can then document this in your Officer Info Post.

    Note: Keep in mind that any Equip Ability which comes innately to the Primary Class is considered automatically purchased at 0 JP. So for example, a Lancer won't need to buy Equip Spear because the Lancer already can equip spears. Also note that when you purchase an Equip ability, it is considered always active, whether you set it or not. Also note that Two Swords, Martial Arts and Two Hands are not 'Equip Abilities'

    Every character has a complement of "Ability Slots;" a Generic Ability Slot, Primary Ability Slot, Secondary Ability Slot, Alternate Ability Slot, Reaction Ability Slot, Support Ability Slot, and Movement Ability Slot. These Ability Slots should be noted in your Officer Information post as follows:

    Quote Originally Posted by Ability Slots
    Generic:
    Primary:
    Secondary:
    Alternate:
    Reaction:
    Support:
    Movement:
    The Generic Ability Skillset is taken from the Civilian Class. You may equip any number of Civilian skills in the Generic Ability Slot at any time.

    The Primary Set is taken from your Primary Class. You may equip any number of skills from your Primary Class in the Primary Ability Slot.

    The Secondary Set is taken from your Secondary Class (if you have one). You may equip any number of skills from your Secondary Class in the Secondary Ability Slot.

    Your Alternate Set is taken from your Alternate Class (if you have one). You may equip any number of skills from your Alternate Class in the Alternate Ability Slot.

    Your Reaction, Support and Movement Abilities are taken from either your Generic, Primary, Secondary or Alternate Classes. You may equip One Reaction, Support, and Movement Ability in each of the respective Ability Slots.

    Any class may take Civilian abilities that are priced at or under 500 JP. Civilian skills priced at 500 JP and above are affected differently by Class Restrictions. The class restrictions are as follows;

    Primary Class Restrictions: A class that is your Primary class (The class that you sign up as) may have abilities of any JP cost within the given class.

    Secondary Class Restrictions: A class that is your secondary class (Declared at hitting Level 10) may obtain abilities that are priced at or under 750 JP. Your secondary class must be in the same path (Squire/Chemist) as your primary class. Both Chemist and Squire path primaries can take Secondary Civilian, however. Civilian Primaries can take either a Squire or a Chemist-path Secondary.

    Alternate Class Restrictions: A class that is your alternate class (Declared at hitting Level 25) may obtain abilities that are priced at or under 500 JP. An Alternate may be taken from any of the base classes, including those not on your path (Squire/Chemist)


    For Civilian: All characters may buy the skills which cost 500 JP or less even if it is not an alternate or secondary, excepting those with special marks like 'Sign Up Only' or 'Primary Civilian Only'. If Civilian is declared Alternate, they may buy abilities of up to 750 JP, but skills between 501 and 750 JP cost 1.66x their normal cost. This is 5/3 times normal cost. This surcharge does not affect abilities under 500 JP. A Secondary Civilian may buy skills up to 750 JP with no additional penalty, unlike Alternate. Only Primaries may buy skills over 750 JP in Civilian.

    Also: You may level one talent to 4, regardless of JP restrictions, even if your primary is not Civilian. In addition to that one talent, you may level one Harvesting ability (Mining, Excavation, etc.) and one Crafting ability to 4 as well. Other abilities also may have exceptions noted on a class-specific basis, such as some dexterity-based skills for classes such as Thief and Ninja.

    Mastering Your Class

    When your character purchases all available abilities for a class or 6500 JP worth of abilities from it, you will have an opportunity to advance your character to your character's Master Class. Each Master Class has many more skills to purchase and peruse than these classes, and each Master Class has a certain set of requirements beyond obtaining all of your class's abilities, one of which is that you MUST be level 25.

    Awarded Classes

    Awarded Classes are equal in power to the Master Classes, but are achieved differently. The requirements for them are, with the exception of the level limit of 25, solely RP-related. However, you cannot have both a Master and an Awarded class; If you have a chance to gain an Awarded class and want to attempt to gain a Master class instead, you may decline, but you are not guaranteed a chance at either an Awarded or a Master class.

    Also note that Awarded and Master Classes will be posted here as they are gained by PCs, so that tactics can be viably written against them, while still retaining some element of surprise.

    AN IMPORTANT NOTE ON SPELLS!

    When hitting large numbers of enemies at once, damage will be lowered. This will be by and large unnoticable unless you're mxing or near-maxing a spell. It is NOT simply normal damage/number of targets. It's much higher. Spell damage is fine, the only issue is the ease of hitting large numbers of targets.


    The Generic Path

    Quote Originally Posted by Civilian
    Civilian

    Civilians are just that - everyday folk. From farmers to shop-owners to politicians to miners to fishermen, these people are masters of the mundane, and what they lack in strength, they make up for in versatility. Civilians aren't known for their battle-prowess or supernatural abilities, but they are known for their ability to be a "Jack-of-all-Trades," so to speak.

    Class Notes:

    ---------------------
    Generic
    ---------------------

    Wealth
    The PC comes from a Wealthy Family, or Lineage.
    JP: 150
    Add: +500 Gil at startup.
    Sign Up Only

    Ancestor
    The PC has an ancestor who, on occasion, blesses the PC.
    JP: 125
    Add: Character is occasionally blessed by their ancestor in a variety of forms. Do not claim ancestry into someone else's family line without their consent, or any GMNPC's line.
    Sign Up Only

    Colossal
    The Character is larger than most, and thus, harder to bring down by natural means.
    JP: 110
    Add: +30 HP.
    Sign Up Only.

    Autocrat
    Ruler is authoritarian, and capable of suppressing insurrections with a mere glance.
    JP: 125
    Add: Ruler is skilled at suppressing his people.
    Sign Up Only

    Bravery
    He's a damn fool.
    JP: 10
    Add: Raises Brave by 1. Maximum Brave at startup is 70.
    Sign Up Only, Can be taken multiple times.

    Bravery 2
    He's a damn fool.
    JP: 100
    Add: Raises Brave by 5. Can go beyond the max signup of 70 Brave.
    Sign Up Only, Requires Bravery

    Faithful
    He's a damn zealot.
    JP: 10
    Add: Raises Faith by 1. Maximum Faith at startup is 70.
    Sign Up Only, Can be taken multiple times.

    Faithful 2
    Character is a true zealot.
    JP: 100
    Add: Raises Faith by 5. Can go beyond the max signup of 70 Faith.
    Sign Up Only, Requires Faithful

    Gallant
    Character is gallant and grave, nearly impossible to unnerve.
    JP: 300
    Add: +8 experience when training Brave in a PT.

    Devout
    Character is pious, and deeply in touch with his faith.
    JP: 275
    Add: +8 experience when training Faith in a PT.

    Spy
    Character is skilled at stealth and investigtion.
    JP: 100
    Add: Allows character to use the Spy Action in KTs.

    Sparring Partner
    Character is good at providing additional instruction and teaching others.
    JP: 100
    Add: NPCs gain +5 EXP when trained by Character with Sparring Partner.

    Poach
    Character is skilled at retrieving monsters, and using every part of the creature.
    JP: 250
    Add: Character gains additional Gil on Monster Hunts.

    Trainer
    Character is skilled in training masses of troops.
    JP: 100
    Add: Troops gain +3 Experience when trained by character with Trainer.

    Bribery
    Is exceedingly good at bribing people for information, goods, etc.
    JP: 300
    Add: Opens up the PT option "Bribery", which if successful grants considerations for plots in cities where successful and perhaps monetary reward. Chance of failing and being brought to task by city's government.

    Farmer
    Opens the PT Action "Farm." Can add-on to a house to make it a farm, and can bring in gil from PT action.
    JP: 100
    Add: Build a farm in PT available, bring in some gil when farming in PT.

    Pickpocket
    Pickpockets are so used to lying, cheating, and stealing, that it's second nature to them, and they can do it with sniper-like accuracy.
    JP: 300
    Add: Opens up PT option "Pickpocket", make gil, low amount of EXP/JP, chance of being caught. Bonus to pilfering/pickpocketing/planting info/gil/small items on people, and a bonus to RP plots involving just that. Do remember that stealing from PCs is prohibited except in rare circumstances. Check with a GM/Admin always for those sort of plots.

    Author
    Bonus in writing letters, RP bonus when writing.
    JP: 100
    Add: +10% Results in Bond-Gaining Letters.

    Author 2
    Bonus in writing letters, RP bonus when writing.
    JP: 775
    Add: +40% Results in Bond-Gaining Letters.
    Requires Author, stacks with Author

    Charming
    RP bonus when dealing with NPCs.
    JP: 125
    Add: +10% Results in Bond-Gaining Visits.

    Charming 2
    RP bonus when dealing with NPCs.
    JP: 825
    Add: +40% Results in Bond-Gaining Visits.
    Requires Charming, stacks with Charming

    Adventurer
    Has an affinity for adventure, and a flair for being more successful in them.
    JP: 150
    Add: Larger Gil reward in Propositions.

    Adventurer 2
    Has an affinity for adventure, and a flair for being more successful in them.
    JP: 800
    Add: Larger Gil reward in Propositions.
    Requires Adventurer

    Alluring
    Character is appealing to the opposite gender's eye. RP considerations.
    JP: 125
    Add: Greater chance of success when recruiting NPCs of opposite sex.

    Alluring 2
    Character is appealing to the opposite gender's eye. RP considerations.
    JP: 775
    Add: Greater chance of success when recruiting NPCs of opposite sex.
    Requires Alluring, stacks with Alluring

    Brawler
    Character is tough as nails, and not afraid to fight to prove it.
    JP: 500
    Add: PA + 1
    Primary Civilians Only

    Brawler 2
    Let's just say that you would be scared to meet this guy in a dark alley.
    JP: 800
    Add: PA + 2.
    Requires Brawler, stacks with Brawler

    Magically Attuned
    Character is more attuned to magic than others.
    JP: 500
    Add: MA + 1
    Primary Civilians Only

    Magically Attuned 2
    Character is much more attuned to magic than others.
    JP: 800
    Add: MA + 2
    Requires Magically Attuned, stacks with Magically Attuned

    Doctor
    Doctor, Doctor, it hurts when I do this! Allows character to heal both others and themselves in PTs.
    JP: 150
    Add: Can heal Temporary Injuries.

    Doctor 2
    Character is a true bastion of medical knowledge. Allows character to heal both others and themselves in PTs.
    JP: 850
    Add: Can heal more grievous Temporary Injuries.
    Requires Doctor, Stacks with Doctor

    Propaganda Artist
    Character knows the inner workings of the human mind to such a degree that he/she can easily influence their ruler's reputation around Ivalice and Ordalia.
    JP: 450
    Add: +1 results when developing Repute/Fear.

    Propaganda Artist 2
    Character knows the inner workings of the human mind to such a degree that he/she can greatly influence their ruler's reputation around Ivalice and Ordalia.
    JP: 900
    Add: +2 results when developing Repute/Fear.
    Requires Propaganda Artist, Stacks with Propaganda Artist

    Performer
    Skilled at pleasing people, especially in masses and droves.
    JP: 100
    Add: +1 results when developing Content.

    Performer 2
    Skilled at pleasing people, especially in masses and droves.
    JP: 800
    Add: +5 results when developing Content.
    Requires Performer, Stacks with Performer

    Guildmaster
    Skilled in dealing with economics, and improving cities on the whole.
    JP: 100
    Add: +1 results when developing Economy.

    Guildmaster 2
    Skilled in dealing with economics, and improving cities on the whole.
    JP: 800
    Add: +5 results when developing Economy.
    Requires Guildmaster, Stacks with Guildmaster

    Mason
    Skilled in constructing solid and durable structures.
    JP: 100
    Add: +1 results when developing City Defense.

    Mason 2
    Skilled in constructing solid and durable structures.
    JP: 800
    Add: +5 results when developing City Defense.
    Requries Mason, Stacks with Mason

    Bureaucrat
    Skilled in developing Infrastructure.
    JP: 100
    Add: +1 results when developing Infrastructure.

    Bureaucrat 2
    Skilled in developing Infrastructure.
    JP: 800
    Add: +5 results when developing Infrastructure.
    Requires Bureaucrat, Stacks with Bureaucrat

    Farm Foreman
    Skilled in managing farm workers, and improving the crop output of a city.
    JP: 100
    Add: +1 results when developing Harvest.

    Farm Foreman 2
    Skilled in managing farm workers, and improving the crop output of a city.
    JP: 775
    Add: +5 results when developing Harvest.
    Requires Farm Foreman, Stacks with Farm Foreman

    Breeder
    Allows a character to breed and train stronger chocobos, for cheaper.
    JP: 150
    Add: Chocobo breeding and training has a higher chance of success, 5% cheaper.

    Breeder 2
    Allows a character to breed and train stronger chocobos, for cheaper.
    JP: 800
    Add: Chocobo breeding and training has a much higher chance of success, 25% cheaper.
    Requires Breeder, Stacks with Breeder

    Leader
    Character is a leader of men, capable of inspiring them to great things. Leader only takes effect when the unit commander has the skill--sub commanders with the skill will have no effect.
    JP: 200
    Add: When leading troops, gives a +1 bonus to Attack and Defense.

    Leader 2
    Character is a leader of men, capable of inspiring them to great things. Leader only takes effect when the unit commander has the skill--sub commanders with the skill will have no effect.
    JP: 650
    Add: When leading troops, gives +3 bonus to Attack and Defense. Overrides Leader's bonus.
    Requires Leader

    Killer
    Character is a cold-blooded murderer, and has spent years honing his skills.
    JP: 300
    Add: Bonus Chance of Success to Assassination Plots.

    Killer 2
    Character is a cold-blooded murderer, and has spent years honing his skills.
    JP: 725
    Add: Bonus Chance of Success to Assassination Plots.
    Requires Killer

    Visionary
    Character can grab small glimpses of the future on occasion, allowing them to evade magical attacks.
    JP: 250
    Add: +2% M-EV.

    Visionary 2
    Character can grab small glimpses of the future on occasion, allowing them to evade magical attacks.
    JP: 800
    Add: +5% M-EV
    Requires Visionary, Stacks with Visionary

    Trickster
    Character is slick and quick, making him difficult to hit.
    JP: 225
    Add: +5% P-EV.

    Trickster 2
    Kitsune would be proud to have you in her fold.
    JP: 775
    Add: +10% P-EV.
    Requires Trickster, Stacks with Trickster

    Sneaky
    Character is skilled at stealth, and making themselves disappear, so to speak.
    JP: 200
    Add: Low increased chance of success in relevant plot actions.

    Sneaky 2 (Available to Ranger/Ninja/Thief Primary)
    Sneaky little hobbitses...
    JP: 600
    Add: Medium increased chance of success in relevant plot actions.
    Requires Sneaky

    Sneaky 3
    You leave the famous Sneaky Pete in the dust.
    JP: 1000
    Add: High increased chance of success in relevant plot actions.
    Requires Sneaky 2

    Agility
    Can do physical activities with ease.
    JP: 200
    Add: Increased chance of success in relevant plot actions, +2% Physical Evade.

    Agility 2 (Available to Dancer/Ninja/Thief Primary)
    Can do physical activities with ease.
    JP: 600
    Add: Increased chance of success in relevant plot actions, +4% Physical Evade.
    Requires Agility, Stacks with Agility

    Agility 3
    Can do physical activities with ease.
    JP: 1000
    Add: Increased chance of success in relevant plot actions, +6% Physical Evade.
    Requires Agility 2, Stacks with Agility/2

    Architect
    Character is talented at constructing buildings, and often finishes them under the budget.
    JP: 150
    Add: Access to Tier 1 Buildings in KT, PT/KT Buildings 5% Cheaper.

    Architect 2
    Character is talented at constructing buildings, and often finishes them under the budget.
    JP: 600
    Add: Access to Tier 2 Buildings in KT, PT/KT Buildings 10% Cheaper.
    Requires Architect

    Architect 3
    Character is talented at constructing buildings, and often finishes them under the budget.
    JP: 1000
    Add: Access to Tier 3 KT Buildings, PT/KT Buildings 20% Cheaper, Reduces Build Time of Buildings by 1, except Buildings with a Build time of 1 already.
    Requires Architect 2

    Tactician 1
    Character has a deeper understanding of the intricacies and details of war. Adds 10 to their TP Max, boosts TP gain for their unit by 1. This skill can take effect if the owner is a sub commander in the unit--but only up to one sub commander.
    JP: 500

    Tactician 2
    Character has a deeper understanding of the intricacies of war. Adds 20 to their TP max, and boosts TP gain for their unit by 2. Does not stack with Tactician 1. This skill can take effect if the owner is a sub commander in the unit--but only up to one sub commander.
    Requires Tactician 1
    JP: 750

    {Talent} 1
    Character has a special knack for something that many don't. This skill can be conceivably anything, though the bonuses will apply the most towards the IO, detailed in Chapter 15. Note that the talent is player-defined, so it could conceivably anything from Playwright to Beggar to Cooking, as long as that 'anything' isn't defined specifically in the rules already. Also note that the Talent qualifies as a resource gathering skill, and thus, it can be leveled to 4 regardless of class, but unless a person is a Civilian primary, they may only level one Talent to the maximum, but have other Talents levelled to the appropriate levels of class restriction. Civilians may take and level as many Talents as they want.
    JP: 150

    {Talent} 2
    Character has a specialization in a particular kind of hobby. This skill can be conceivably anything, though the bonusses will apply the most towards the IO, detailed in Chapter 15
    JP: 350
    Requires the first version of the same Talent

    {Talent} 3
    Character is an expert in their field, whether they're recognized for this or not. This skill can be conceivably anything, though the bonuses will apply the most towards the IO, detailed in Chapter 15
    JP: 600
    Requires the second version of the same Talent

    {Talent} 4
    Character is a master in their field. This skill can be conceivably anything, though the bonuses will apply the most towards the IO, detailed in Chapter 15
    JP: 800
    Requires the third version of the same Talent

    Jack-of-all-Trades
    Allows the character to buy Alternate class skills from any base class.
    JP: 775
    Add: Allows Alternate class abilities to be taken from all base classes.

    Jack-of-all-Trades 2
    Allows the character to buy Secondary class skills from any base class.
    JP: 1700
    Add: Allows Secondary class abilities to be taken from all base classes.
    Requires Jack-of-all-Trades

    Jack-of-all-Trades 3
    Allows the character to buy Primary class skills from any base class.
    JP: 2750
    Add: Allows Primary class abilities to be taken from all base classes. Can ignore prerequisites.
    Requires Jack-of-all-Trades 2

    ----------------------
    Reaction Abilities
    ----------------------

    Martyr
    Character is KO'd for the cause, increasing his allies' faith in what they are fighting for.
    JP: 400
    Trigger: KO
    System: Moderately low chance to give +5 Faith to all allies upon being KOed. May only trigger once per skirmish.

    Masochist
    Character thrives when in pain.
    JP: 700
    Trigger: HP Damage
    System: Low chance to gain +2 Brave when taking HP damage.

    Survivor
    Character refuses to die, continuing on through sheer intestinal fortitude.
    JP: 550
    Trigger: Lethal Damage
    System: Very low chance to survive anything that would KO you with 1 HP. Less likely to work after each time it does trigger in a single skirmish.

    -----------------------
    Crafting Abilities -Note: One crafting skill, and one Resource Gathering skill, may be masterred, regardless of class. The only class that can level multiples is Civilian. Secondary/Alternate Civilians may level multiples, but face the standard 750/500 JP restrictions.
    -----------------------

    Bladesmith 1
    The PC is able to craft items during PTs from the following list: [Sword, Dagger, Axe, Spear]
    JP: 250

    Bladesmith 2
    The PC is able to craft items during PTs from the following list: [Sword, Dagger, Axe, Spear]
    JP: 500
    Requires Bladesmith

    Bladesmith 3
    The PC is able to craft items during PTs from the following list: [Sword, Dagger, Axe, Spear]
    JP: 800
    Requires Bladesmith 2

    Bladesmith 4
    The PC is able to craft items during PTs from the following list: [Sword, Dagger, Axe, Spear]
    JP: 1000
    Requires Bladesmith 3

    Bowyer 1
    The PC is able to craft items during PTs from the following list: [Longbow, Crossbow, Flail, Whip]
    JP: 250

    Bowyer 2
    The PC is able to craft items during PTs from the following list: [Longbow, Crossbow, Flail, Whip]
    JP: 500
    Requires Bowyer

    Bowyer 3
    The PC is able to craft items during PTs from the following list: [Longbow, Crossbow, Flail, Whip]
    JP: 800
    Requires Bowyer 2

    Bowyer 4
    The PC is able to craft items during PTs from the following list: [Longbow, Crossbow, Flail, Whip]
    JP: 1000
    Requires Bowyer 3

    Magesmith 1
    The PC is able to craft items during PTs from the following list: [Rod, Staff, Book, Stick, Harp]
    JP: 250

    Magesmith 2
    The PC is able to craft items during PTs from the following list: [Rod, Staff, Book, Stick, Harp]
    JP: 500
    Requires Magesmith

    Magesmith 3
    The PC is able to craft items during PTs from the following list: [Rod, Staff, Book, Stick, Harp]
    JP: 800
    Requires Magesmith 2

    Magesmith 4
    The PC is able to craft items during PTs from the following list: [Rod, Staff, Book, Stick, Harp]
    JP: 1,000
    Requires Magesmith 3

    Foreign Weaponsmith 1
    The PC is able to craft items during PTs from the following list: [Katana, Ninja Sword, Gun, Shuriken]
    JP: 250

    Foreign Weaponsmith 2
    The PC is able to craft items during PTs from the following list: [Katana, Ninja Sword, Gun, Shuriken]
    JP: 500
    Requires Foreign Weaponsmith

    Foreign Weaponsmith 3
    The PC is able to craft items during PTs from the following list: [Katana, Ninja Sword, Gun, Shuriken]
    JP: 800
    Requires Foreign Weaponsmith 2

    Foreign Weaponsmith 4
    The PC is able to craft items during PTs from the following list: [Katana, Ninja Sword, Gun, Shuriken]
    JP: 1000
    Requires Foreign Weaponsmith 3

    Tailor 1
    The PC is able to craft items during PTs from the following list: [Clothes, Robe, Hat, Cloth, Bag, Mantle]
    JP: 250

    Tailor 2
    The PC is able to craft items during PTs from the following list: [Clothes, Robe, Hat, Cloth, Bag, Mantle]
    JP: 500
    Requires Tailor

    Tailor 3
    The PC is able to craft items during PTs from the following list: [Clothes, Robe, Hat, Cloth, Bag, Mantle]
    JP: 800
    Requires Tailor 2

    Tailor 4
    The PC is able to craft items during PTs from the following list: [Clothes, Robe, Hat, Cloth, Bag, Mantle]
    JP: 1000
    Requires Tailor 3

    Armorer 1
    The PC is able to craft items during PTs from the following list: [Helmet, Armor, Shield, Gauntlets]
    JP: 250

    Armorer 2
    The PC is able to craft items during PTs from the following list: [Helmet, Armor, Shield, Gauntlets]
    JP: 500
    Requires Armorer

    Armorer 3
    The PC is able to craft items during PTs from the following list: [Helmet, Armor, Shield, Gauntlets]
    JP: 800
    Requires Armorer 2

    Armorer 4
    The PC is able to craft items during PTs from the following list: [Helmet, Armor, Shield, Gauntlets]
    JP: 1000
    Requires Armorer 3

    Tanner 1
    The PC is able to craft items during PTs from the following list: [Shoes, Belt, Backpack, Gloves]
    JP: 250

    Tanner 2
    The PC is able to craft items during PTs from the following list: [Shoes, Belt, Backpack, Gloves]
    JP: 500
    Requires Tanner

    Tanner 3
    The PC is able to craft items during PTs from the following list: [Shoes, Belt, Backpack, Gloves]
    JP: 800
    Requires Tanner 2

    Tanner 4
    The PC is able to craft items during PTs from the following list: [Shoes, Belt, Backpack, Gloves]
    JP: 1000
    Requires Tanner 3

    Artisan 1
    The PC is able to craft items during PTs from the following list: [Ring, Armlet, Hairpin, Bangles]
    JP: 250

    Artisan 2
    The PC is able to craft items during PTs from the following list: [Ring, Armlet, Hairpin, Bangles]
    JP: 500
    Requires Artisan

    Artisan 3
    The PC is able to craft items during PTs from the following list: [Ring, Armlet, Hairpin, Bangles]
    JP: 800
    Requires Artisan 2

    Artisan 4
    The PC is able to craft items during PTs from the following list: [Ring, Armlet, Hairpin, Bangles]
    JP: 1000
    Requires Artisan 3

    Mining 1
    The PC is able to obtain resources during PTs from the following list:
    [Adamantium, Brass, Bronze, Damascus, Gold, Mythril, Steel, Wootz, Silver, Platinum, Meteorite, Orihalcum]
    JP: 150

    Mining 2
    The PC is able to obtain resources during PTs from the following list:
    [Adamantium, Brass, Bronze, Damascus, Gold, Mythril, Steel, Wootz, Silver, Platinum, Meteorite, Orihalcum]
    JP: 350
    Requires Mining 1

    Mining 3
    The PC is able to obtain resources during PTs from the following list:
    [Adamantium, Brass, Bronze, Damascus, Gold, Mythril, Steel, Wootz, Silver, Platinum, Meteorite, Orihalcum]
    JP: 600
    Requires Mining 2

    Mining 4
    The PC is able to obtain resources during PTs from the following list:
    [Adamantium, Brass, Bronze, Damascus, Gold, Mythril, Steel, Wootz, Silver, Platinum, Meteorite, Orihalcum]
    JP: 800
    Requires Mining 3

    Excavation 1
    The PC is able to obtain resources during PTs from the following list:
    [Shale, Marble, Quartz, Slate, Obsidian, Granite, Marble, Jewelry, Diamonds, Jade, Obsidian, Crystal, Ruby, Turquoise, Sapphire, Tourmaline, Opal, Onyx, Ruins, Machine Parts]
    JP: 150

    Excavation 2
    The PC is able to obtain resources during PTs from the following list:
    [Shale, Marble, Quartz, Slate, Obsidian, Granite, Marble, Jewelry, Diamonds, Jade, Obsidian, Crystal, Ruby, Turquoise, Sapphire, Tourmaline, Opal, Onyx, Ruins, Machine Parts]
    JP: 350
    Requires Excavation 1

    Excavation 3
    The PC is able to obtain resources during PTs from the following list:
    [Shale, Marble, Quartz, Slate, Obsidian, Granite, Marble, Jewelry, Diamonds, Jade, Obsidian, Crystal, Ruby, Turquoise, Sapphire, Tourmaline, Opal, Onyx, Ruins, Machine Parts]
    JP: 600
    Requires Excavation 2

    Excavation 4
    The PC is able to obtain resources during PTs from the following list:
    [Shale, Marble, Quartz, Slate, Obsidian, Granite, Marble, Jewelry, Diamonds, Jade, Obsidian, Crystal, Ruby, Turquoise, Sapphire, Tourmaline, Opal, Onyx, Ruins, Machine Parts]
    JP: 800
    Requires Excavation 3

    Harvesting 1
    The PC is able to obtain resources during PTs from the following list:
    [Maplewood, Mahogany, Cedar, Pine, Oak, Dior Wood, Wool, Cotton, Linen, Silk, Velvet, Cashmere, Luminicloth, Hide, Feather]
    JP: 150

    Harvesting 2
    The PC is able to obtain resources during PTs from the following list:
    [Maplewood, Mahogany, Cedar, Pine, Oak, Dior Wood, Wool, Cotton, Linen, Silk, Velvet, Cashmere, Luminicloth, Hide, Feather]
    JP: 350
    Requires Harvesting 1

    Harvesting 3
    The PC is able to obtain resources during PTs from the following list:
    [Maplewood, Mahogany, Cedar, Pine, Oak, Dior Wood, Wool, Cotton, Linen, Silk, Velvet, Cashmere, Luminicloth, Hide, Feather]
    JP: 600
    Requires Harvesting 2

    Harvesting 4
    The PC is able to obtain resources during PTs from the following list:
    [Maplewood, Mahogany, Cedar, Pine, Oak, Dior Wood, Wool, Cotton, Linen, Silk, Velvet, Cashmere, Luminicloth, Hide, Feather]
    JP: 800
    Requires Harvesting 3

    ----------------------
    Movement Abilities
    ----------------------

    No movement skills.
    Last edited by Ryven; 06-11-2011 at 09:36 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  2. #2
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    The Squire Path

    Quote Originally Posted by Squire
    Squire

    The most basic of all warriors, the Squire is still nothing to be scoffed at. After all, even most of the mightiest Knights were once Squires themselves. While they may be just beginners in the realm of physical combat when compared to the Knight and Monk, with the proper ingenuity, they can more than hold their own in combat.

    Class Notes:

    -------------
    Basic Skill
    -------------

    Equip Change
    Can switch out an equipped item for another in inventory during battle.
    JP: 25
    Speed: Now
    Range: Auto
    Effect: 1
    System: 100% CoS, and does exactly what it says.

    Dash
    The Squire slams into an enemy, causing damage.
    JP: 75
    Speed: Now
    Range: 1 v 1
    Effect: 1
    System: Physical attack; deals 80% of UNARMED damage. Moderate chance of knockback.

    Throw Rock
    Throw a stone at the enemy unit. Ranged attack that does damage.
    JP: 150
    Speed: Now
    Range: 4 v 3
    Effect: 1
    System: Physical attack; deals 60% of UNARMED damage. Small chance of knockback.

    Heal
    Allows for treating certain abnormal statuses.
    JP: 150
    Speed: Now
    Range: 1 v 2
    Effect: 1
    System: Has a high chance of curing a target of the following statuses: Petrify, Don't Act, Don't Move, Poison, Sleep, Frog, Berserk, Silence, Blind, Confusion, Stop.

    Gather Strength
    The Squire gathers their strength, preparing to make a powerful attack with the gathered might.
    JP: 175
    Speed: Now
    Range: Auto
    Effect: Auto
    System: Always works. Renders the Squire's next attack a critical hit (mind only natural criticals can set off abilities that fire off a critical hit (except for defensive abilities that nullify them). The Squire cannot move, or this bonus is lost.

    Accumulate
    The Squire focuses his power to empower his physical attacks. One use per skirmish.
    JP: 325
    Speed: 10
    Range: Auto
    Effect: 1
    System: Always works. Gives the Squire +1 PA for the rest of the skirmish.
    Requires Gather Strength

    Yell
    The Squire lets forth an empowering bellow. One use per skirmish.
    JP: 300
    Speed: 10
    Range: Auto
    Effect: 1
    System: Always works. Gives the Squire +1 Speed for the rest of the skirmish.
    Requires Gather Strength

    Cheer Up
    The squire focuses and emboldens himself.
    JP: 300
    Speed: 10
    Range: Auto
    Effect: 1
    Success: 100%
    Add: +5 Brave
    System: Always works. Gives the Squire +5 Brave for the rest of the skirmish.
    Requires Gather Strength

    Wish
    The squire sacrifices some of his own life force to heal another.
    JP: 300
    Range: 1 v 2
    Effect: 1
    Success: 100%
    System: Costs HP up to either Squire's (Faith/2.25)% or Current HP; whichever is less. Target heals the amount of HP paid. Yes, you are allowed to KO yourself with this.
    Requires Heal

    Stock Break
    The Squire launches a multiple slash attack, hitting all nearby enemies on all sides.
    JP: 550
    Range: Auto
    Effect: 1
    System: As a normal attack on all adjacent targets at 90% damage. Does not discriminate.
    Requires Equip Change and Accumulate

    Repulse Beast
    The Squire can prevent a single monster from targeting him.
    JP: 950
    Range: 4 v MAX
    Effect: 1
    System: Always works. Can target a single monster, which will then not target the squire until all of his allies are KOed. The squire can still be indirectly hit. This does not work on humans, or on certain particularly intelligent monsters.
    Requires Yell and Throw Rock

    Charge!
    The Squire inspires his allies to fight vigorousl and not let up.
    JP: 1050
    Range: Auto All Allies
    Effect: Auto
    System: The Squire and all his allies each make a single attack at 60% damage against an adjacent foe (if next to more than one enemy and tactics don't specify a target, will be randomly decided). The Squire must also be next to an enemy to do this, it provokes counters from all victims as normal, and this can only be used once every 350 CT.
    Requires Dash, Stock Break, Yell and Cheer Up

    Mimic Learning
    The Squire can learn the techniques of other fighters and add them to their own repertoire.
    JP: 1500
    Range: Auto
    Effect: 1
    System: When successfully hit by a skill, ability, or spell, the Squire may use Mimic Learning in an attempt to learn that skill, at a low CoS. Mimic Learning must be used on the Squire's first turn immediately following being struck by the skill. If Mimic Learning fails, the Squire must use Mimic Learning each turn afterwards, or the chance to learn the skill is lost. If the skirmish ends, and Mimic Learning has not yet succeeded, the chance to learn the skill is lost. If Mimic Learning succeeds, the skill is added to the Squire's Primary Skillset (and must be noted as a Mimicked skill). Only five abilities may be learned at a time, and they are restricted to secondary-only abilities: They may only learn abilities which cost 750 JP or less. If the Squire runs out of slots, he must pick discard one of the abilities learned this way. Also, this specifically can never copy an Awarded or Master ability.
    Requires Repulse Beast and Gained JP Up

    --------------------
    Reaction Abilities
    --------------------

    Weapon Guard
    Better chance of parrying an attack.
    JP: 200
    System: A passive, always-on ability. Doubles Weapon Evasion value.
    Requires Equip Change

    Iron Bravery
    Seeing an ally fall in battle, the Squire is filled with a renewed cause.
    JP: 625
    System: Triggers when an ally is KOed, and always works. Adds +5 Brave to the Squire for the rest of the skirmish. Brave caps at 100, and if you're getting that many allies killed you need help.
    Requires Cheer Up

    Counter Tackle
    The Squire counters an attack by tackling in response.
    JP: 180
    System: Triggers when the squire is physically attacked, and has a high chance of success. The Squire responds with a Dash attack. If the enemy isn't within Range 1v1 of the Squire, this doesn't work.
    Requires Dash

    -------------------
    Support Abilities
    -------------------

    Gained JP Up
    JP Bonus to all JP gains.
    JP: 150
    Add: JP gains +15% (Rounded Down). The player must calculate this themselves, and Gained JP UP is not retroactive. In addition, for Propositions/Events/etc. you must have it equipped for the entire duration of the event.

    ----------------------
    Movement Abilities
    ----------------------

    Quote Originally Posted by Archer
    Archer

    Archers are masters of the bow and can use it to execute various attacks, even going so far as to infuse elements into their arrows before they fire, much like the Rune Knight. With skills like Double Shot, Skybolt and Long Shot, combined with a high place, the Archer can be a deadly combatant indeed.

    Class Notes:

    - Archery skills may only be used with a bow or crossbow equipped.

    ---------
    Archery
    ---------

    Snap Shot
    Allows archers to fire off a fast, hastily aimed shot, in order to attack before anyone else can.
    JP: 150
    Speed: Special
    Range: As Weapon
    Effect: As Weapon
    System: The Archer has the option of activating this ability 10 CT before his action to attack. It functions as a normal physical attack, at -15 Accuracy and 85% damage.

    Sharp Shot
    The Archer takes time to steady his arm, and aim his shot, targeting weak spots in an enemy's defense.
    JP: 250
    Speed: 15 CT
    Range: As Weapon
    Effect: As Weapon
    System: Physical attack, with +15 Accuracy and 110% damage.

    Double Shot
    The Archer loads two arrows into his bow, and fires them both at the same time.
    JP: 300
    Speed: 20 CT
    Range: As Weapon
    Effect: As Weapon
    System: 2 Physical shots at the same target, both -15 Accuracy and 70% damage.

    Flame Shot
    The Archer invokes a small enchantment to imbue his arrow with fire.
    JP: 400
    MP: 10
    Speed: 5 CT
    Range: As Weapon
    Effect: As Weapon
    System: As a normal attack, but fire elemental and does 110% damage.

    Ice Shot
    The Archer invokes a small cantrip to enchant his arrow with cold.
    JP: 400
    MP: 10
    Speed: 5 CT
    Range: As Weapon
    Effect: As Weapon
    System: Physical attack, but ice elemental and does 110% damage.

    Lightning Shot
    The Archer invokes a small enchantment to imbue his arrow with electricity.
    JP: 400
    MP: 10
    Speed: 5 CT
    Range: As Weapon
    Effect: As Weapon
    System: Physical attack, but lightning elemental and does 110% damage.

    Long Shot
    The Archer takes a moment to aim, and lets loose an arrow that travels farther than normal, although at decreased speed and accuracy.
    JP: 600
    Speed: 10
    Range: As Weapon + 3
    Effect: As Weapon
    System: Normal attack, -20 Accuracy and 85% damage.

    Charge
    The Archer builds power in order to do a more damaging attack than normal.
    JP: 625
    MP: 10
    Speed: Variable (50 - Forever)
    Range: As Weapon
    Effect: As Weapon
    System: The Archer can specify an amount of CT of anywhere between 50 and forever. The Archer charges his shot for that CT count, and the damage is (100% + (75% of CT charged)%. However, the max amount of CT charge that'll be used for damage purposes is 150. You can include triggers to fire the Charge early, such as 'Jack uses Ancestral Blade'. In that case, the attack will launch 1 CT after the trigger occurs (But never sooner than 50 CT after the charge begins).

    Trick Shot
    The Archer takes a shot using unorthodox techniques. It can catch opponents off guard, but it can be hard to aim this way.
    JP: 700
    Speed: 10 CT
    Range: As Weapon
    Effect: As Weapon
    System: As a normal attack with -20 Accuracy. However, the chance of a critical hit is greatly increased, and reaction abilities are far less likely to trigger in response to this shot.
    Requires Concentrate

    Skybolt
    The Archer launches an arrow skyward, catching the winds to strike at a distant enemy.
    JP: 800
    Speed: Fires immediately, but arrow does not hit for 40 CT
    Range: 8vMax
    Effect: 1
    Success: Standard
    System: Physical, but Air-elemental and at 120% damage.
    Requires Concentrate, Ice Shot, Lightning Shot, Flame Shot, Long Shot

    Dead Shot
    Masters of the bow can focus their aim to unleash a devastating shot.
    JP: 1400
    Speed: 15
    Range: As Weapon
    Effect: As Weapon
    System: As a normal attack, but at +15 Accuracy, 120% damage, and has a very high chance of critical hit.
    Requires Sharp Shot, Double Shot, Charge, Concentrate

    --------------------
    Reaction Abilities
    --------------------

    Arrow Guard
    Increases the chance of evading a bow/crossbow attack.
    JP: 500
    System: The Archer has an effective +35 P-EV against Bow/Crossbow attacks.

    Speed Save
    Upon taking damage, the Archer begins to move more swiftly, to avoid further damage.
    JP: 600
    System: Triggers when the archer is damaged, with a moderate chance of success. The Archer's CT is reduced by 2. This caps at -10 and is lost when KO'd.

    -------------------
    Support Abilities
    -------------------

    Equip Crossbow
    Character can equip a crossbow despite class restrictions.
    JP: 500

    Equip Longbow
    Character can equip a long bow despite class restrictions.
    JP: 500

    Concentrate
    The Archer is particularly good at shutting out distractions that would mess up his shot.
    JP: 775
    System: Significantly reduces a target's evasion against the Archer's ranged attacks.

    -----------------
    Move Abilities
    -----------------

    Jump +1
    Increases the Archer's jump elevation by one panel. When equipped, you cannot benefit from +Move/Jump/Speed from Chocobos.
    JP: 200
    System: Adds Jump +1
    Last edited by Xiong Su; 07-24-2010 at 05:15 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  3. #3
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Berserker

    The Berserker is one of the most feared combatants for a very good reason. With their animalistic fury, they have been known to cleave through swaths of men and beasts alike, even when taking several serious injuries. Harnessing the very primal fury within every human being, the Berserker can throw himself into a blinding (yet oddly concentrated) rage to obliterate his foes. However, since the act of Berserking takes so much out of the body, it is important to note that after the Berserker's mind clears, his body will be quite weakened.

    Class Notes: All Frenzy ablities except Berserk may only be used while under the Berserk status. This Berserk status can come from a skill such as Oracle's Blind Rage, or from the Berserk skill. A Berserker may have 2 abilities active at a time, and for every ten levels, may 'switch' an active ability once while in skirmish. (A level 10 Berserker may start with Bloodlust/Rush, then switch out Rush for Takedown after Rush wears off.) When an ability is made inactive, all bonuses gained from it are lost. When Berserk expires, all active abilities (such as Bloodlust) are deactivated.

    --------
    Frenzy
    --------

    Berserk
    JP: 250/500 (250 for Primary Bersekers, 500 otherwise)
    The Berserker springs into a battle frenzy.
    Range: Auto
    Effect: Self
    System: Always works, and self-inflicts Berserk. This Berserk allows for some limited tactics, however (Priority target orders), and Frenzy abilities may be used. This lasts for Brave/7 rounds (rounded normally), and can be used only once per skirmish. After this wears off, the Berserker deals 70% damage for the rest of the skirmish.

    Bloodlust
    JP: 350
    Upon dealing damage, seeing blood fuels the Berserker's rage.
    Range: Auto
    Effect: Self
    System: The Berserker gains +1 PA for each attack he/she successfully makes while this is active. Caps at +3 PA. Must be activated the same round Berserk is.
    Requires Berserk

    Takedown
    JP: 450
    The Berserker readies themselves to respond to their foes, welcoming their attacker without regard to personal injury.
    Range: Auto
    Effect: Self
    System: The Berserker will take 120% damage from his/her enemies' attacks from now on, but once hit, will have a greatly improved critical chance for the remainder of the battle.
    Requires Berserk

    Rush
    JP: 500
    The Berserker rushes forward madly, charging their enemy with frightening speed.
    Range: Auto
    Effect: Self
    System: The Berserker gains Move +1 and Speed +1. Lasts 3 turns, and can be activated once per skirmish, but does not take up the Berserker's action to do so.
    Requires Berserk

    Hardiness
    JP: 600
    The Berserker focuses on their health, trying to keep their body and mind as clear as possible through sheer force of will.
    Range: Auto
    Effect: Self
    System: Moderately reduces the chances of any negative status being inflicted on the Berserker.
    Requires Thick Skin and Takedown

    Break Obstacle
    JP: 800
    The Berserker can, by sheer strength alone, try to batter down anything that stands in his/her way.
    Range: As Melee Weapon
    Effect: 1
    System: Targeted obstacles become passable terrain after being broken. Gates and small obstacles take 1 turns, walls and larger obstacles take 2. Make sure to ask the skirmish runner what this can be used on. This can also be used to attempt to overrun a character if there's an empty hex on the opposite side of them. This can fail, and is less likely to work against stronger characters. If it succeeds, the Berserker deals 120% damage and moves through the opponent; on a failure, the berserker deals 90% damage and stays put.
    Requires Bloodlust and Irresistible Force

    --------------------
    Reaction Abilities
    --------------------

    Equilibrium
    JP: 250
    The Berserker has a chance of turning to face a flank or side attack.
    Trigger: Side/Back attack against Berserker
    System: Moderately low chance for the Berserker to turn and face the attacker, applying full P-EV to the attack.

    Last Stand
    JP: 450
    When the Berserker is at critical HP, their PA and initiative will improve.
    Trigger: Critical (While Berserk and/or under a Berserker status)
    System: Always Succeeds, adds PA +1, CT -(Brave/10)
    Requires Berserk

    Meatbone Slash
    JP: 500
    The Berserker counters with a brutal cut.
    Trigger: Physically attacked while in Critical HP
    System: High chance of a counterattack at 125% damage.
    Requires Last Stand

    Momentum
    JP: 900
    A Berserker can keep going even after being brought down.
    Trigger: KOed
    System: Berserker has a high chance of taking 1 more action after being KOed, at which point he goes down as normal. The Berserker is treated as KOed for all purposes while in this state (particularly, healing and raising). The Berserker must act as if under the influenece of Berserk whether he is or not, and cannot benefit from Peaceful Fury.
    Requires Meatbone Slash, Irresistible Force, and Hardiness

    -------------------
    Support Abilities
    -------------------

    Equip Axe
    JP: 500
    Can equip axes.

    Thick Skin
    JP: 550
    The Berserker can take a bit more punishment than normal.
    System: The Berserker gains an additional +10% HP bonus from any equipment worn.
    Requires Berserk

    Peaceful Fury
    JP: 950
    The Berserker can focus his rage more clearly.
    System: The Berserker can use non-Frenzy actions while Berserk. There's a moderate chance that the Berserker won't be able to take the action and will instead act as normal for Berserk.
    Requires Momentum

    ----------------------
    Movement Abilities
    ----------------------

    Irresistible Force
    JP: 600
    System: Immune to Don't Move, Don't Act
    Requires Rush, Equilibrium



    Geomancer

    Geomancers harness the very essence of nature to attack their foes and inflict a variety of status effects upon them. But do not simply write them off as just mages, either: Geomancers are also known for their abilities with the sword, axe and flail. While they are not quite as skilled as most other melee classes, they are still not to be underestimated in any account.

    Class Notes: All basic geomancy status effects have a certain % chance to trigger. Also, a Geomancer cannot be damaged with his or her own Geomancy. Geomancy checks against the target's M.EV/2.

    -------------
    Geomancy
    -------------

    Basic Geomancy
    The Geomancer channels the power of the ground he's standing on, and projects it to harm and harass his enemies.
    JP: 150 (For each one)
    Speed: Now
    Range: 5v1
    Effect: 2v0
    System: This is really 12 abilities. They all do light damage, and are otherwise as follows:

    Pitfall: Earth element attack, low chance of Don't Move. Usable only on Roads.
    Waterball: Water element attack, low chance of Frog. Usable only in Water.
    Hell Ivy: Earth element attack, low chance of Stop. Usable only on Grass.
    Carve Model: Earth element attack, low chance of Temporary Petrify. Usable only on Stone.
    Local Quake: Earth element attack, low chance of Confusion. Usable only on Wasteland.
    Kamaitachi: Air element attack, low chance of Don't Act. Usable only on Forest/Trees.
    Demon Fire: Fire element attack, low chance of Sleep. Usable only on Wood.
    Quicksand: Water element attack, low chance of Death Sentence. Usable only on Swamp.
    Sandstorm: Air element attack, moderately high chance of Blind. Usable only on Desert.
    Blizzard: Ice element attack, moderate chance of Silence. Usable only on Snow.
    Gusty Wind: Air element attack, moderate chance of Slow. Usable only on Roof or while floating.
    Lava Ball: Fire element attack, low chance of Burning. Usable only on Lava.

    Disrupt Harmony
    The Geomancer creates a rift in the harmony of the land to make a devastating attack against magic users.
    JP: 550
    Speed: Now
    Range: 5 v 1
    Effect: 1
    System: Moderate chance to inflict Silence, does moderate MP damage. This attack is resisted by Full M-EV, not half!
    Requires any six of the Basic Geomancy skills.

    Disrupt Balance
    The Geomancer disturbs the fabric of the land, stunning and maybe even jostling away the weapons of his opponents.
    JP: 800
    Speed: Now
    Range: 5 v 1
    Effect: 2 v 1
    System: Low chances of Stun and Disarm (rolled separately), moderately low damage.
    Requires any six of the Basic Geomancy skills.

    Landslide
    The Geomancer destabilizes the land, causing the earth to fall upon his enemies. However, he must be on the higher ground to do this.
    JP: 825
    Speed: Now
    Range: Linear attack, Range = [Caster Height - Target Height]. If any hex in the line would not be a valid target, all hexes past that are also invalid.
    Effect: Hits all hexes between caster and target.
    System: Deals potentially heavy damage, depending on difference in hex height between caster and target.
    Requires any six of the basic terrain geomancy skills.

    Lesser Manipulation
    The Geomancer calls upon the power of the land to strike out at enemies, partially ignoring elemental strengths.
    JP: 850
    Speed: Now
    Range: 5 v 2
    Effect: 2 v 2
    System: Does moderate Ice/Fire/Lightning/Nonelemental damage. Any resistance to an element is applied only to the portion of the damage that is of that element; any weaknesses abused, however, apply to all damage dealt.
    Requires any nine of the basic terrain geomancy skills.

    Greater Manipulation
    The Geomancer uses the full extent of the land's power to strike out at his enemies, partially ignoring elemental strengths, and weakening elemental defenses.
    JP: 1200
    Speed: Now
    Range: 5 v 3
    Effect: 2 v 2
    System: Does moderately high Ice/Fire/Lightning/Nonelemental damage, with a moderately low chance to add Weak: Fire/Ice/Lightning (rolled separately). Resistance rules are as Lesser Manipulation. Note that if a weakness is added, the damage doesn't apply on the same action that added it.
    Requires all twelve of the basic terrain geomancy skills, and Lesser Manipulation.

    --------------------
    Counter Skills
    --------------------

    Counter-Flood
    When the Geomancer is struck by a physical attack or geomancy, the Geomancer responds in kind.
    JP: 300
    System: Triggers when struck by a physical attack or geomancy, and retaliates against the ability's user with the basic geomancy applicable to the terrain the Geomancer is standing on, whether or not he knows the ability. High chance of triggering.
    Requires any three of the basic terrain geomancy skills.

    ---------------------
    Support Skills
    ---------------------

    Attack Up
    The Geomancer's physical prowess is enhanced.
    System: +10% damage to physical attacks
    JP: 400

    Equip Flail
    Can equip Flails
    JP: 500

    ---------------------
    Move Abilities
    ---------------------

    Any Ground
    The Geomancer can travel over any terrain, with no movement penalties. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 200
    System: Just like it says.
    Last edited by Ryven; 10-11-2009 at 03:41 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  4. #4
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Quote Originally Posted by Knight
    Knight

    Knights are tanks in human form. Though they may be a bit slow and lumbering, they more than make up for it with the amount of damage they can dish out as well as take--not to mention their multi-faceted offensive skills. Truly a frontline fighter, a Knight is meant to charge straight into enemy ranks and get his blade bloody.

    Class Notes:

    ----------------------
    Chivalric Code
    ----------------------

    Honor Strike
    The Knight strikes directly at the enemy, crashing through their guard to seek out the enemy's body for a damaging attack. Must be a frontal attack.
    JP: 250
    Speed: Now
    Range: As Melee Weapon
    Effect: 1
    System: Physical attack; +10 Accuracy and +10% damage. Can only be used when the Knight is attacking an enemy's front.

    Intimidating Slash
    The Knight uses a display of motion that is good for intimidating effects.
    JP: 350
    Speed: Now
    Range: As Melee Weapon
    Effect: 1
    System: Physical attack at 75% damage. If successful, adds a 10 CT delay to a opponent. This delay can only be applied to a target once per turn they take.

    Crushing Slash
    Knight uses more strength in his attack, but loses some focus in the swing.
    JP: 450
    Speed: Now
    Range: 1v2
    Effect: 1
    System: Physical attack at -20 Accuracy, 125% damage, and a small bonus to critical hit chance.

    Disarm Shield
    Knight uses his weapon to smash away the opponent's shield.
    JP: 400
    Speed: Now
    Range: 1v1
    Effect: 1
    System: Moderately low chance of knocking an opponent's shield away. They can take a turn to re-equip it.
    Note: Chapter 10 details how to recover equipment
    Requires Honor Strike, Crushing Slash

    Disarm Weapon
    Knight uses his weapon to smash away the opponent's weapon.
    JP: 550
    Speed: Now
    Range: 1v1
    Effect: 1
    System: Low chance of knocking an opponent's weapon away. They can take a turn to re-equip it.
    Note: Chapter 10 details how to recover equipment.
    Requires Honor Strike, Crushing Slash

    Blade Dance
    Knight uses a deadly appearing trance-like dance that makes the target unprepared for his own next strike.
    JP: 500
    Speed: Now
    Range: As Melee Weapon
    Effect: 1
    System: High chance of success. Target is at -25% PA (rounded down) for next two rounds. Note that this skill cannot stack on itself (you can't use it twice in a row for -50% PA).
    Requires Intimidating Slash, Crushing Slash

    Ancestral Blade
    Invoking their ancestors, Knights find strength in past glories, and attempt to relive such glorious actions, as they gather strength.
    JP: 770
    Speed: Now
    Range: As Melee Weapon
    Effect: 1
    System: Physical attack, deals 105% damage and has a low chance to Blind. The Knight heals 15% of damage dealt by this attack.
    Requires Disarm Shield, Blade Dance

    Hard Edge
    The Knight attacks with a vicious modification to his weapon.
    JP: 800
    Speed: Now
    Range: Melee Weapon Attack
    Effect: 1
    System: Physical attack, deals 125% damage and has a moderate chance of knockback.
    Requires Ancestral Blade

    Full Defense
    Knight focuses completely on avoiding damage by using his armor to deflect the hits.
    JP: 800
    Speed: Now
    Range: Auto
    Effect: 1
    System: Physical damage the Knight takes is reduced by 80%. This lasts for 1 turn. While this is active, the Knight's P-EV drops to 5 and M-EV to 0. ZoC is calculated off of the Knight's normal EV, but penalized somewhat. Any offensive reaction abilities will fail to trigger while this is active.
    Requires Disciplined

    ----------------
    Reaction Skills
    ----------------

    Shield Counter
    Make an attack against the enemy who hit you (doesn't require a shield).
    JP: 550
    System: Triggers on physical attacks. Retaliates with a melee attack at 75% damage. Low chance of knockback.

    Disciplined
    HP must be at <= 20% max. Allows Knight to increase PA by 1 every turn in effort to survive. Bonus caps at +5 PA, and is wiped to 0 if the Knight is KOed or rises above 20% HP.
    JP: 700
    System: What it says.
    Requires Shield Counter

    ----------------
    Support Skills
    ----------------

    Equip Shield
    The warrior can equip a shield, even if not normally allowed by class restrictions.
    JP: 500

    Equip Sword
    The warrior can equip a sword, even if not normally allowed by class restrictions.
    JP: 500

    Versatility
    JP: 700
    The warrior can equip armor and helmets, even if not normally allowed by class restrictions.

    ------------
    Movement
    ------------

    Marching Orders
    +1 Move, +2 Jump. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 600
    System: What it says.

    Lancer

    The Lancer is, in the simplest terms, a Knight with a spear. However, while they are certainly tough warriors in hand-to-hand combat, their true fame comes from their "Jump" ability. This ability allows them to soar high into the skies and come down spear-first on an enemy for tremendous damage.

    Class Notes:

    -------------
    Spearstrike
    -------------

    Rapid Strike
    The Lancer focuses his energy to strike numerous times.
    JP: 200
    Speed: Now
    Range: As Melee Weapon, v 0
    Effect: 1
    System: Physical attack, deals between 80% to 130% damage.

    Truestrike
    The Lancer concentrates his energy into a single attack, piercing defenses but at reduced damage.
    JP: 300
    Speed: Now
    Range: As Melee Weapon
    Effect: 1
    System: Physical attack, but always succeeds (except on Critical Failure), and deals 60% damage.

    Lancet
    The Lancer draws strength from the enemy, replenishing his own.
    JP: 400
    Speed: Now
    Range: 3 v 2
    Effect: 1
    System: Treated as status magic; moderately high chance of doing 60% normal physical damage to HP and 20% normal physical damage to MP, with the Lancer draining half of the damage dealt.

    Whirlwind Strike
    The Lancer calls upon the Dragon Spirit to fly into a berserk rage, striking all foes nearby. (If done with a ranged weapon, will be treated as unarmed)
    JP: 550
    Speed: Now
    Range: Auto
    Effect: 2 v 1
    System: As melee attack against all targets in effect range, at 90% damage. Does not discriminate.
    Requires Rapid Strike, Truestrike

    Reis' Wind
    A ferocious, yet protective wind covers the Lancer and his allies, gradually healing them over time.
    JP: 720
    MP: 20
    Speed: Now
    Range: Auto
    Effect: 3 v MAX
    System: Moderate chance of adding Regen to all targets within range.
    Requires Whirlwind Strike, Lancet

    Dragon Roar
    The Lancer tilts their head back, releasing the Dragon Spirit within in a mighty bellow.
    JP: 800
    Speed: Now
    Range: Auto
    Effect: 3 v 3
    System: Moderate chance to inflict Don't Move on all targets within range, low chance of inflicting Stop on targets within range.
    Requires Whirlwind Strike

    Dragoon Jump
    The Lancer launches him/herself high into the air, causing massive damage.
    JP: 900
    Speed: Now
    CT: 50
    Range: 5 v Max
    Effect: 1
    System: As a normal melee attack. Damage is (100 + Jumpx3)% without a spear, (125 + Jumpx5) with a spear. The Lancer is NOT treated as off the battlefield while using this ability. Despite the 50 CT charge time, the Lancer is NOT treated as charging while using this ability. Once you start charging this, you cannot move until it is done. This ability tracks, even if the target moves away. The Lancer is subject to reaction abilities from this, even if out of range (in particular, if it triggers in melee range, it will work on this). Finally (phew), this is only usable once every 200 CT (After the 50 CT charge time). That enough extra rules? I thought so.
    Requires Reis' Wind, Dragon Roar

    Dragon Install
    The Lancer decides it's time for an upgrade and, on his high-speed T3 Pipeline connection to the mystical worlds, downloads and installs DRAGON.EXE, resulting in an upgrade to their fighting strength and speed. However, unless rebooted mid-battle, the Lancer may experience some system instability and lose control. In this case, a reboot will solve most effects.
    JP: 1200
    MP: 20
    Speed: 15
    Range: Auto
    Effect: 1
    System: Always works. Lancer gains +2 PA, +2 Speed, and becomes Berserk. Lasts 5 rounds.
    Requires Dragoon Jump

    ------------------
    Reaction Ability
    ------------------

    Dragon Spirit
    Limited protection from death.
    JP: 560
    System: Triggers against physical attacks. Moderate chance of triggering, adds Reraise. Can only be Reraised this way once per battle (if dispelled, can be retriggered, but if this reraise actually works, ability ceases to work for the rest of battle).
    Requires Lancet

    ------------------
    Support Ability:
    ------------------

    Equip Spear
    Equip spear regardless of Job.
    JP: 500

    ---------------
    Move Ability:
    ---------------

    Jump +4
    Can fly across the battlefield with large jumps. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 1200
    System: Does what the ability name says. Now somewhat less useless.
    Requires Dragoon Jump
    Last edited by Xiong Su; 08-25-2011 at 06:51 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  5. #5
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Mediator

    The Mediator is a master of words, easily able to make the shortest sentence seem profound in its meaning. They are able to manipulate the emotions of men while on the field of battle like a puppeter with strings. Be it far from them being physically dangerous, they are also trained in the use of guns, giving Archers a good run for their money. The Mediator is not to be overlooked.

    Class Notes: Not usable on monsters, unless you have Monster Talk or are a Primary Class Mediator.

    -----------
    Talk Skill
    -----------

    Persuade
    The Mediator uses his skill with words to ask enemy to wait its turn to act.
    JP: 200
    Speed: Now
    Range: 3 v 3
    Effect: 1
    System: Moderately high chance of Stunning an opponent.

    Fascinate
    The Mediator uses his fast-talking skills to trick an enemy into fighting for his cause.
    JP: 500
    Speed: Now
    Range: 3 v 3
    Effect: 1
    System: Very low chance of Charming an opponent.
    Requires Persuade

    Praise
    The Mediator raises Brave levels by complimenting the target and raising their confidence.
    JP: 200
    Speed: Now
    Range: 3 v 3
    Effect: 1
    System: High chance of adding Brave +4. Lower chance of +1 Permanent Brave. Cannot raise someone past permanent 75 Brave.

    Threaten
    The Mediator lowers Brave level by frightening target and shaking their resolve.
    JP: 350
    Speed: Now
    Range: 3 v 3
    Effect: 1
    System: Choose between a high chance of -4 Brave with a lower chance of -1 Permanent, or a moderate chance of -20 Brave. Must specify which version is used in tactics, or it will default to -4. Cannot lower someone past permanent 40 Brave.

    Preach
    The Mediator uses their skill with words to raise Faith by preaching the miracles of God.
    JP: 200
    Speed: Now
    Range: 3 v 3
    Effect: 1
    System: High chance of adding Faith +4. Lower chance of +1 Permanent Faith. Cannot raise someone past permanent 75 Faith.

    Solution
    Skill used to lower Faith by preaching about other secular theories.
    JP: 350
    Speed: Now
    Range: 3 v 3
    Effect: 1
    System: Choose between a high chance of -4 Faith with a lower chance of -1 Permanent, or a moderate chance of -20 Faith. Must specify which version is used in tactics, or it will default to -4. Cannot lower someone past permanent 45 Faith.

    Death Sentence
    The Mediator foretells the enemy's death through convincing them of their impending demise.
    JP: 600
    Speed: Now
    Range: 3 v 3
    Effect: 1
    System: Low chance of inflicting Death Sentence.
    Requires Praise, Threaten

    Insult
    The Mediator uses his skill to upset enemy with curses and abuse.
    JP: 800
    Speed: Now
    Range: 3 v 3
    Effect: 1
    System: Moderate chance of inflicting Berserk.
    Requires Threaten, Solution, Baffle

    Mimic Daravon
    The Mediator drones on and on to put his enemies asleep with boring stories.
    JP: 500
    Speed: 20
    Range: 3, Vertical 3
    Effect: 1
    System: Moderate chance of inflicting Sleep.
    Requires Fascinate

    Hush
    The Mediator forcefully tells his enemies to be quiet, shocking them into silence.
    JP: 400
    Speed: 20
    Range: 3, Vertical 3
    Effect: 1
    System: High chance of inflicting Silence.
    Requires Threaten

    Baffle
    The Mediator rambles incoherently about different topics at high speeds, making his enemies have trouble thinking clearly.
    JP: 600
    Speed: 10
    Range: 3, Vertical 3
    Effect: 1
    System: Low chance of inflicting Confuse.
    Requires Solution, Mimic Daravon

    Bribery
    The Mediator uses his skill with bribery to bargain with an enemy to leave the Mediator alone.
    JP: 770
    Speed: Now
    Gil: Variable (Increments of 10)
    Range: 3 v 3
    Effect: 1
    System: Low to moderate chance of getting a human opponent to ignore you, depending on gil spent. Higher bribes have a better chance of success, more powerful targets are harder to bribe. Bribes can be reclaimed if the bribery target is taken out, but this makes further bribes less effective.
    Requires Baffle, Mimic Daravon

    -----------
    Reaction
    -----------

    ----------
    Support
    ----------

    Equip Gun
    Equip gun regardless of Job.
    Cost: 750
    Add: Equip Gun

    Monster Talk
    Allows Non-Mediators to use 'Talk Skill' on Monsters.
    Cost: 275
    Requires Preach

    Diplomatic Immunity
    The Mediator cannot be targeted by an enemy's attacks unless the Mediator targets the enemy first.
    JP: 650
    System: Can't be targeted by an enemy's attacks unless the Mediator targets the enemy first. This effect wears off after 3 rounds.
    Requires Baffle, Bribery

    -------
    Move
    -------
    Monk

    Monks are true warriors. They have no need for any weapons and only the barest of light armor, for their whole bodies are dangerous weapons in themselves. Trained in the arts of true hand-to-hand combat, their fists can become explosive and dangerous weapons indeed, capabile of bending metal, rending earth, and destroying vital blood vessels with precision accuracy. The Monk can hold his own against any close-range combat fighter--and then some.

    Class Notes: Do not forget: Monks cannot equip hats or helms, nor may they wield weapons or use shields, even if an ability would give them the ability to do so. This is a class restriction. Specifically, this means that Monks may not equip Helms from the Knight Skill Versatility. In addition, all Action Abilities except for Stigma Magic, Chakra, and Revive cannot be used while a weapon is equipped. Counter and Hamedo can fire while having a weapon equipped of course.

    -------------
    Punch Art
    -------------

    Spin Fist
    The Monk spins about, striking all enemies nearby for reduced damage.
    JP: 150
    Speed: Now
    Range: Auto
    Effect: 2 v 0
    System: Physical attack against all in effect range; deals 60% normal damage. Does not discriminate.

    Repeating Fist
    The Monk throws caution to the wind, and lets loose with a flurry of blind blows, hoping to deal increased damage.
    JP: 300
    Speed: Now
    Range: 1 v 2
    Effect: 1
    System: Physical attack, deals from 80% to 130% damage.

    Wave Fist
    The Monk reaches from within, and focuses his/her inner spirit to strike at foes from a distance.
    JP: 300
    Speed: Now
    Range: 3 v 2
    Effect: 1
    Success: Standard
    System: Physical attack, deals 75% damage and has a low chance of Knockback.

    Earth Slash
    The Monk gathers his energy, striking the ground and empowering it with chi, causing it to rise up and strike at foes from a distance.
    JP: 600
    Speed: Now
    Range: Auto
    Range: 5 v 2
    Effect: 1
    System: Physical attack, but Earth elemental and at 70% damage, and can hit any hex within range regardless of obstacles. Evade is reduced against this attack.
    Requires Wave Fist, Repeating Fist, Spin Fist

    Secret Fist
    The Monk punches swiftly, striking at an opponent's vital points and destroying them with a superior wave of life force. Causes death gradually, striking vital points and blood vessels.
    JP: 300
    Speed: Now
    Range: 1
    Effect: 1
    System: Low chance of inflicting Death Sentence. Works better against weak opponents, not so well against strong ones.

    Stigma Magic
    Calling upon cleansing energy, the Monk spreads it to those about him or her to purify their bodies as well as his or her own.
    JP: 550
    Speed: Now
    Range: Auto
    Effect: 2 v 0 (Allies)
    System: Very high chance of removing Petrify, Don't Act, Don't Move, Poison, Sleep, Frog, Berserk, Silence, Blind, Confusion, and Stop from self and allies in effect area.
    Requires Secret Fist

    Chakra
    The Monk gathers positive chi, and sets it aflow amongst members of the party, to restore their health.
    JP: 800
    Speed: Now
    Range: Auto
    Effect: 2 v 0
    System: Always works. Moderately restores HP and MP to all in the effect area.
    Requires Stigma Magic

    Revive
    The Monk calls back the fading spirit of an ally to restore them to the battlefield.
    JP: 1000
    Speed: Now
    Range: 1 v 0
    Effect: 1
    System: Moderate chance of raising a KOed ally with 25% HP.
    Requires Chakra

    --------------------
    Reaction Abilities
    --------------------

    Counter
    Quid Pro Quo. They stab you, you punch them.
    JP: 550
    System: Triggers in response to a physical attack. High chance of responding with an attack of your own.
    Requires Repeating Fist

    Hamedo
    Improved version of Quid Pro Quo. You punch them before they stab you.
    JP: 800
    System: Triggers in response to a physical attack. Moderately low chance of negating the attack and responding with a physical attack of your own.
    Requires Earth Slash, Counter

    HP Restore
    As the Monk's life force fades, s/he calls upon chi for a second wind, bringing the Monk back to full strength.
    JP: 1500
    System: When in critical HP, high chance of healing HP to full. Only works once per skirmish.
    Requires Chakra

    -------------------
    Support Abilities
    -------------------

    Martial Arts
    Allows others to fight with the bare-handed skill which is the trademark of the Monk.
    JP: 550

    ----------------------
    Movement Abilities
    ----------------------

    Move HP-UP
    As the Monk traverses the battlefield, he gathers healing chi from the ground with each step.
    JP: 400
    System: Restores 4% of MaxHP per move action.
    Last edited by Xiong Su; 06-30-2010 at 09:27 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  6. #6
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Ninja


    Masters of the shadows, Ninja are adept at killing without being seen. In combination with their tools, precision abilities at throwing deadly weapons, assassination skills and their knowledge of wielding two weapons at once makes them some of the deadliest adversaries in the world. Never, EVER underestimate a Ninja, no matter what job or level you may be.

    Class Notes: You must buy Two Swords before you can use it. It is no longer a free inherent.

    ---------
    Ninjitsu
    ---------

    Smoke
    The Ninja creates a billowing cloud of smoke, allowing the Ninja's party to escape from a skirmish.
    JP: 100
    MP: 10
    Speed: 10
    Range: All Allies
    Effect: All Allies
    System: Moderately low chance of escaping from battle. More Brave = less likely to work. In RP/plot situations, this does not mean you can't be pursued.

    Caltrops
    The Ninja drops caltrops to injure and impede his enemies.
    JP: 150
    MP: 16
    Speed: Now
    Range: 1
    Effect: 1
    System: Leaves caltrops in a hex next to the ninja. If someone steps on them, it inflicts very light damage (depends on Ninja's level) and a chance of Don't Move. The enemy can still act even if move is stopped, though.

    Bio Dust
    The Ninja blows a focused poison onto an adjacent enemy.
    JP: 150
    MP: 6
    Speed: Now
    Range: 1 v 1
    Effect: 1
    System: Moderate chance of inflicting Poison on an opponent. Can be evaded/countered as a physical attack.

    Kagash
    The Ninja employs the use of a smoke bomb, blinding an opponent.
    JP: 200
    MP: 6
    Speed: 5
    Range: 4 v 2
    Effect: 1
    System: Moderate chance of inflicting Blind on an opponent. Can be evaded/countered as a physical attack.

    Magic Shear
    The Ninja focuses energies into his blade, focusing more on striking the soul than the flesh.
    JP: 250
    Speed: Now
    Range: 1 v 2
    Effect: 1
    System: Physical attack, does 50% normal damage to MP.

    Throw
    The Ninja throws an item from his/her inventory at an enemy.
    JP: 350
    Speed: Now
    Range: 4v3
    Effect: 1
    System: As a ranged physical attack, calculated as if using the weapon/item thrown.
    Requires Caltrops, Bio Dust

    Katan Strike
    The Ninja unleashes a wave of fire that damages enemies in an area.
    JP: 400
    MP: 24
    Speed: 5
    Range: 3 v 2
    Effect: 2 v 1
    System: Does moderately low Fire magic damage. Can't be reflected, does not use Faith in calculations.
    Requires Magic Shear

    Raijin Blast
    The Ninja calls forth a quick strike of lightning that damages a single enemy.
    JP: 450
    MP: 30
    Speed: 5
    Range: 4 v 2
    Effect: 1
    System: Does moderate lightning magic damage. Can't be reflected, does not use Faith in calculations.
    Requires Magic Shear

    Mana Burn
    The Ninja focuses his energies upon sapping away at the very strength of the target's soul, while causing bodily harm when it is extracted.
    JP: 650
    MP: 36
    Speed: Now
    Range: 4v 2
    Effect: 1
    System: Magic, not reflectable. Does damage as physical attack; 60% HP, 30% MP.
    Requires Kagash and one of Raijin Blast and Katan Strike

    Shadow Darts
    The Ninja fires three darts at his enemies, which contain a debilitating paralyzing agent.
    JP: 800
    Speed: Now
    MP: 55
    Range: 4 v 2
    Effect: 1
    System: Throws 3 darts that each do extremely light damage and have a low chance of Stop. Can choose a different target for each dart.
    Requires Throw, Mana Burn

    Soul Split
    A copy of the Ninja emerges and allows the real Ninja to avoid direct attacks. (Area of effect attacks will bypass Soul Split)
    JP: 850
    Speed: Now
    MP: 80
    Range: Self
    Effect: 1
    System: Produces a shadow clone of the ninja on his hex when used. The ninja is invisible while the clone is in play, but if the ninja or shadow is hit by any hostile action, or the ninja moves more than 5 hexes away from the clone, it vanishes and the ninja appears. While this is active the ninja will remain invisible even while taking actions until the clone is destroyed. Upon use of the ability the clone can take an immediate movement action (it has the same Move as the original). On each turn afterward while the ability is active the Ninja can move the clone along with taking their normal move/action. The clone is at 75% of the original's evade.
    Requires Abandon, Mana Burn

    -------------------
    Reaction Abilities
    -------------------

    Sunken State
    The Ninja, upon receiving damage, hides by becoming invisible. Cannot be targeted until the Ninja moves or acts, but can still take damage if targeted indirectly.
    JP: 900
    System: Moderately low chance of triggering on taking damage. Ninja adds Concealed, which fades upon movement or action.
    Requires Abandon

    Abandon
    A Ninja's total dedication to offense and utter disregard of armor allows the warrior to dodge with unfathomable speed, frustrating fighters and mages alike.
    JP: 525
    System: Always on. Adds 25% P-EV, 15% M-EV.
    Requires Kagash

    -------------------
    Support Abilities
    -------------------

    Equip Ninja Sword
    JP: 250
    The Ninja can wield a Ninja Sword, regardless of class restrictions.

    Two Swords
    The Ninja can wield two weapons at the same time.
    JP: 800
    System: When equipped, allows for wielding two 1-handed melee weapons and attacks with both. All benefits from the second weapon, including damage, EV, etc, are halved. When attacking with both weapons the attacks are at 95% accuracy (you can choose to attack with just one blade).
    Requires Throw, Kagash

    ------------
    Movement Abilities
    ------------

    Walk on Water
    The Ninja can walk on the surface of the water, regardless of depth. Also adds +1 Move when the Ninja is on water. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 420
    System: Does what it says.
    Ranger

    The Ranger, much like the Geomancer, is one with nature. However, unlike the Geomancer who calls upon the forces of the elements to attack his foes, the Ranger uses the skills that he has gained while living in the wild to impede foes, fight, and otherwise survive. Capable of using both bow and sword, the Ranger is flexible in his combat role and a valuable addition to any team.

    Class Notes: Read over the notes on custom traps carefully - You can't make an infinite number of them anymore. Also note some skills are only usable on set terrain types.

    -----
    Hunter Skill
    -----

    Forage
    The Ranger scavenges the area around him for useful herbs and other natural items, using them to gain beneficial effects on themselves and their allies, if any are nearby. Can heal a small amount of HP and restore some statuses.
    JP: 150
    Range: 2
    Effect: 1
    Speed: Now
    System: Always works. Recovers a small amount of HP, and cures Poison. Only usable in Forest, Swamp, and Grass, and limited to 3 uses a fight, no use outside fights.

    Set Trap
    The Ranger can set traps during a skirmish. If the Ranger is in a defending skirmish, the Ranger may place up to four traps prior to the battle. Trap types and trap damage are variable; trap accuracy bonus and damage depends on the Ranger's level. The Basic Trap Types are as follows: Pit Trap, Fire Trap, Snare Trap, Rockslide Trap, Spear Trap. In addition, custom traps can be submitted to staff. The Ranger may create 1 trap every 5 levels, starting at 5th level, then 10th, 15th, and so on. When an enemy encounters a trap on the battlefield, they suffer the effects.
    JP: 600
    Range: 1
    Effect: 1
    Speed: Now
    System: Pick a type of trap. Effects are as follows.
    -Pit Trap: Does light damage, has a low chance of Don't Move.
    -Fire Trap: Does light damage, has a low chance of inflicting Burning.
    -Snare Trap: Does light damage, has a low chance of inflicting Don't Move and Don't Act.
    -Rockslide Trap: Does light damage and has a low chance of inflicting confusion.
    -Spear Trap: Deals moderately light damage.

    Call of the Wild
    Wolves come to the aid of the Ranger's party, hunting down an enemy. Or maybe not. Either way, the enemy certainly gets hurt.
    JP: 450
    Range: 5
    Effect: 1
    Speed: Now
    System: As a physical attack, at 50% damage.

    Pack Mentality
    The Ranger, adopting the mentality of the pack, gains +2 Brave for each comrade in battle with him. May only be used once per battle.
    JP: 480
    Range: Auto
    Effect: 1
    Speed: Now
    System: High chance of adding +2 Brave per ally in the battle, to a maximum of +10. Can only be used once per skirmish.
    Requires Call of the Wild

    Camouflage
    The Ranger blends in with his surroundings and hide himself from sight.
    JP: 540
    Range: Auto
    Effect: 1
    Speed: Now
    System: Must be used before moving for the turn. Conceals any movement through Swamp/Forest hexes, and if the Ranger ends movement in one, he gains the Concealed status. This concealment has indefinite status duration, but besides the normal end conditions, ends when an opponent moves next to you, or when the Ranger moves outside of Forest/Swamp hexes. It also has a low but increasing chance to break every turn after the first. Any movement through/into a hex adjacent to an enemy is also not concealed.
    Requires Heart of the Woods

    Toxic Coating
    The Ranger dips his weapons in a poisonous substance and attacks.
    JP: 600
    Range: As Weapon
    Effect: As Weapon
    Speed: Now
    System: Physical attack, deals 90% damage and has a moderately low chance of poisoning the target.
    Requires Forage, Set Trap

    Secret Slash
    Rangers are able to use their cloaks to hide their true movements. The Secret Slash is a concealed attack until the last moment. This raises the chance for a critical hit considerably.
    JP: 850
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Physical attack, with a greatly increased chance of a critical hit.
    Requires Dive, Awareness

    Shattering Shot
    The Ranger tricks their opponent, diverting their attention as they lead the enemy to believe they are striking at their enemy - but whatever they present to take the blow, whether weapon, shield, armor, helm, or accessory, is randomly knocked away instead, doing minor damage to the enemy in the process. Can only be used on an opponent twice per skirmish. Note 'Recovering Mechanics' in Chapter 10 for how to recover disarmed equipment.
    JP: 1000
    Range: As Weapon
    Effect: 1
    Speed: Now
    System: As a normal attack, at 60% damage, and has a small chance of disarming a random piece of gear on the target (except for Armor/Robes/Clothing).
    Requires Secret Slash or Stealth Strike

    ----------
    Reaction
    ----------

    Catch
    The Ranger catches thrown items, and adds them to their inventory.
    JP : 200
    System: Triggers when an item is thrown at the ranger. High chance of the ranger catching the incoming item instead, and keeping it in inventory. Must have a free hand to use this ability.

    Dive
    Ranger has a chance of diving out of harm's way of Ranged and Magical attacks.
    JP: 475
    System: Triggers against a ranged or magical attack, and gives a low chance of avoiding all damage from a ranged attack, or halving the damage from a magic attack.
    Requires Catch

    Stealth Strike
    Rangers use their cloaks to evade damage and counterattack.
    JP: 800
    System: Triggers against physical attacks. Gives a small chance to evade the attack and respond with a 75% damage counterattack if in range to do so. Melee weapons only.
    Requires Dive, Awareness

    ---------
    Support
    ---------

    Awareness
    The Ranger has a good sense for hidden threats.
    JP: 350
    System: Gives +40% Trap Evasion, and 50% chance of nullifying bonuses from Sneak Attack or other attacks using Transparent Status. Also reduces damage of critical hits from 150% to 135%.

    Heart of the Woods
    The Ranger's natural affinity for forested areas allows them to use the wooded terrain to their advantage.
    JP: 375
    System: When in wooded areas, +1 PA, +15% Evasion

    Tracking
    Tracking does not need to be Equipped in the Support Slot. It is considered always active, once bought. The Ranger can sense the position of enemies on the battlefield, regardless of where they are.
    JP: 400
    System: Halves external penalties to accuracy inflicted on the ranger, and evasion bonuses from skills like Blink (in relation to the Ranger only).
    Requires Awareness

    Nature's Bowcraft
    Nature's Bowcraft does not need to be Equipped in the Support Slot. It is considered always active, once bought. The Ranger has an advanced knowledge of bowcraft and fletching that allows them to tweak and craft their bows to become more efficient.
    JP: 850
    System: Bows (not crossbows!) equipped by the ranger have +5% to damage.
    Requires Heart of the Woods, Set Trap

    Topography
    Topography does not need to be Equipped in the Support Slot. It is considered always active, once bought. Knowledge of the land layout allows the Ranger to set up anywhere on the map.
    JP: 200
    System: In theory, may work in defending or neutral scenarios. In practice, your skirmish runner determines whether or not the ability applies. Ask them if they don't mention whether it does or not. In general, it does not work in Monster Hunts.

    ------------
    Movement
    ------------

    Survivalist Instinct
    Move Penalties for rough terrain do not affect the Ranger. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 300
    System: It does what it says.

    Familiar Terrain
    The Ranger gains a +1 Move, +1 Jump bonus when in a defending skirmish. When not in a defending skirmish, the Ranger has a 50% chance to scout the area for the same bonus. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 400
    System: ...what it says
    Requires Topography

    Quicksilver Steps
    JP : 600
    System: Gives Move+2 When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    Requires Topography, Survivalist Instinct
    Last edited by Ryven; 09-21-2010 at 01:06 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  7. #7
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Rune Knight

    The best way to describe the Rune Knight is an odd mixture between a Black Mage and a Knight. By channeling the power of ancient--some would say, pagan--runes, Rune Knights are able to manipulate the elemental properties of both their equipment, as well as that of their enemies. Being that they are so versatile, the Rune Knight is great as a support fighter, and in the right situations with proper tactics, he can be one of the deadliest classes availble.

    Class Notes:

    --------
    Rune
    --------

    Basic Rune
    Imbue weapon with the power of an element and attack.
    JP: 150
    MP: 10
    Speed: Now
    Range: As Weapon
    Effect: 1
    System: Physical attack with chosen element, deals normal damage. Each element is purchased separately. Choose from Flame (Fire), Frost (Ice), Flash (Electricity), Gust (Wind), Soil (Earth) and Moist (Water).

    Consecrated Rune
    Imbue weapon with the power of God and attack.
    JP: 400
    MP: 25
    Speed: Now
    Range: As Weapon
    Effect: 1
    System: As normal melee attack, with Holy element. Does 115% damage.
    Requires Flame, Frost, and Flash Runes

    Depraved Rune
    Imbue weapon with the power of Evil and attack.
    JP: 400
    MP: 25
    Speed: Now
    Range: As Weapon
    Effect: 1
    System: As normal melee attack, with Dark element. Does 115% damage.
    Requires Moist, Gust, and Soil Runes

    Elemental Shuffle: Weapon
    Change the element of a weapon to the caster's choice for a duration of time, unless shifted again using Elemental Shuffle. (note: Neutral element can be chosen)
    JP: 500
    MP: 30
    Speed: Now
    Range: 3 v 1
    Effect: 1
    System: High chance of changing the target weapon's element to the user's choice. Requires that the target be wielding an weapon.
    Requires all six basic runes

    Elemental Shuffle: Armor
    Change the element of an armor to the caster's choice for a duration of time, unless shifted again using Elemental Shuffle. (note: Neutral element can be chosen)
    JP: 500
    MP: 20
    Speed: Now
    Range: 3 v 1
    Effect: 1
    System: High chance of changing the elemental weakness and strength of a target's armor. You may choose to add Half: Earth, Wind, Water, Lightning, Fire, Ice, Dark, or Holy. Earth/wind, fire/ice, water/lightning, and dark/holy oppose each other, and adding a resistance to one of those adds a weakness to the opposing element. When used on a monster, changes their base properties instead. Requires that the target be wearing something in the Body equipment slot.
    Requires all six basic runes

    Runic Blade
    Absorb incoming magic. Usable only once every three turns. Works only if a Sword equipped. No Katanas, Ninja Swords, Daggers, etc.
    JP: 700
    MP: 0
    Speed: Now
    Range: Auto
    Effect: Self
    System: Once used, this will trigger on the next spell to go off within 3 turns that would have the Rune Knight in the area of effect. This has a moderately high chance of cancelling the spell entirely and draining half of the MP used to cast the spell. Only usable with a Sword equipped.
    Requires Elemental Shuffle: Armor

    Nova Strike
    Imbue sword with every element and attack with a massive swing, using both physical and magical power. Target is damaged with elemental weakness (no weakness = neutral attack). Can only be used with Sword or Katana. If target has multiple weaknesses, increased damage is dealt.
    JP: 1000
    MP: 50
    Speed: Now
    Range: As Melee Weapon
    Effect: 1
    System: Physical attack. Deals 110% damage; +50% for one weakness, +20% for each additional weakness.
    Requires Elemental Shuffle: Weapon, Consecrated Rune, and Depraved Rune

    Nova Arrow
    Imbue arrow with every element and attack, using both physical and magical power. Target is damaged with elemental weakness (no weakness = neutral attack). Can only be used with crossbow. If target has multiple weaknesses, increased damage is dealt.
    JP: 1000
    MP: 50
    Speed: Now
    Range: As Ranged weapon
    System: Physical attack. Deals 110% damage; +50% for one weakness, +20% for each additional weakness.
    Effect: 1
    Requires Elemental Shuffle: Weapon, Consecrated Rune, and Depraved Rune

    --------------------
    Reaction Abilities
    --------------------

    Elemental Reversal
    JP: 400
    When attacked by an elemental attack, there is a certain chance that you will imbue your weapon with the opposite element, free of MP cost.
    System: Triggers on an elemental attack, and has a moderate chance of adding the opposite element as a property to your weapon, with standard status duration. Can only add one element at a time.
    Requires either Elemental Shuffle: Weapon or Elemental Shuffle: Armor

    -------------------
    Support Abilities
    -------------------

    Elemental Resistance
    JP: 400
    System: Reduces damage from all elemental attacks (dragon breath, elemental weapons, elemental magic, etc...) by 15%.
    Requires Elemental Shuffle: Armor

    Bow-Blade Combo
    JP: 500
    System: Equip a one handed weapon (not a crossbow) in one hand, while equiping a crossbow in the other. You may not attack with both in one turn. This ability does not aid characters who have class restrictions on bows or weapons that keep them from equipping such weapons in the first place. So if you can't equip a weapon, this doesn't let you do it. Again: One weapon MUST be a crossbow, the other MUST be a melee weapon.

    ----------------------
    Movement Abilities
    ----------------------
    None
    Samurai

    The Samurai, despite what some may think, finds himself mostly in a supportive role. Not be be mistaken: he can hold his own in close combat. However, the Samurai's true value lies in the power to call out the spirits within their swords, a technique known as Draw Outs. Their potential to affect multiple targets--both ally and foe alike, depending on the Draw Out in question--is an asset that must not be overlooked.

    Class Notes: If corresponding Katana is not equipped to corresponding Draw Out skill (Asura->Asura, Kiyomori->Kiyomori, etc.), then effects of Draw Out will take a penalty. Draw Out will only work with Katana type weapons. Draw Out skills discriminate between friend and foe.

    ------------
    Draw Out
    ------------

    Asura
    Calling upon the ancient spirits within his blade, the Samurai commands them to assault his foes.
    JP : 100
    MP: 10
    Speed: Now
    Range: Auto
    Effect: 3 v 3 (E)
    System: Deals very light magical damage to all enemies within effect radius.

    Koutetsu
    Calling upon the ancient spirits within his blade, the Samurai commands them to assault his foes.
    JP: 250
    MP: 12
    Speed: Now
    Range: Auto
    Effect: 3 v 3 (E)
    System: Deals light magical damage to all enemies within effect radius.

    Bizen Boat
    Summoning the ancestral spirits within his blade, the Samurai commands them to rip and tear at a foe's mind instead of their body.
    JP : 200
    MP: 18
    Speed: Now
    Range: Auto
    Effect: 3 v 3 (E)
    System: Deals moderate MP damage to all enemies within effect radius.

    Murasame
    Calling upon the spirits within his blade, the Samurai releases caring spirits to heal allies and mend their wounds.
    JP : 340
    MP: 20
    Speed: Now
    Range: Auto
    Effect: 3 v 3 (A)
    System: Moderately heals self and all allies within effect radius.

    Heaven's Cloud
    Calling upon the ancient spirits within his blade, the Samurai commands them to assault his foes.
    JP: 420
    MP: 24
    Speed: Now
    Range: Auto
    Effect: 3 v 3 (E)
    System: Deals moderate damage to all enemies within effect radius, and has a low chance to inflict Slow on them.
    Requires Asura

    Kiyomori
    The Samurai beseeches the spirits within his blade to protect allies with a magical, shining light.
    JP: 500
    MP: 42
    Speed: Now
    Range: Auto
    Effect: 3 v 3 (A)
    System: Moderately high chance to add Protect and Shell to self and all allies within effect radius.
    Requires Murasame

    Draw-Cut
    The Samurai is a walking arsenal of swords; mid battle, he sheathes his current weapon and turns the unsheathing gesture into a vicious close-range attack on another opponent.
    JP: 550
    Speed: Now
    Range: As Katana
    Effect: 1
    System: Switch to any katana in your inventory, and then make a normal melee attack with your newly drawn weapon against an adjacent foe.

    Muramasa
    Calling upon the ancient spirits within his blade, the Samurai commands them to brutally assault his foes.
    JP : 580
    MP: 32
    Speed: Now
    Range: Auto
    Effect: 3 v 3 (E)
    System: Deals moderate damage to all enemies within the effect radius, and has a low chance of inflicting Death Sentence and Confusion on them (rolled separately).
    Requires Heaven's Cloud

    Kikuichimonji
    Calling upon the ancient spirits within his blade, the Samurai commands them to viciously assault his foes.
    JP : 660
    MP: 36
    Speed: Now
    Range: Auto
    Effect: 3 v 3 (E)
    System: Deals moderately heavy damage to all enemies within the effect radius.
    Requires Muramasa

    Masamune
    Summoning the spirits of long past, the Samurai beseeches the spirits within his blade to gradually mend his allies' wounds, as well as speed them up.
    JP : 720
    MP: 48
    Speed: Now
    Range: Auto
    Effect: 3 v 3 (A)
    System: Moderately high chance to add Regen and Haste to all allies within the effect radius.
    Requires Kiyomori

    Chirijiraden
    Calling upon the ancient spirits within his blade, the Samurai commands them to assault his foes in a most brutal, heavily violent fashion.
    JP: 820
    MP: 38
    Speed: Now
    Range: Auto
    Effect: 3 v 3 (E)
    System: Deals heavy damage to all enemies within the effect radius.
    Requires Kikuichimoji

    Balance Strike
    The Samurai, focusing his own soul into his blade, strikes at a foe, leveling the difference in their conditions.
    JP: 1100
    Speed: Now
    Range: 1 v 2
    Effect: 1
    System: Physical attack, deals (100 + (TargetHP% - UserHP%)x1.5)%. Which means, maximum theoretical damage is around 250%. Cannot be used the turn after being raised. Also has a moderate chance of transferring any status the Samurai is afflicted with, except for Death Sentence.
    Requires Blade Grasp, Two Hands

    ----------
    Reaction
    ----------

    Blade Grasp
    The Samurai uses his blade to fend off a physical assault.
    JP : 600
    System: Triggers against melee attacks, and has a low chance of avoiding them.
    Requires Kiyomori

    -----------
    Support
    -----------

    Equip Katana
    Equip Katana regardless of Job.
    JP: 500

    Two-Hands
    Hold weapon in both hands, increasing the damage of physical attacks made by 1H weapons. Does not work with ranged weapons (Crossbows, Guns)
    700 JP
    System: +25% to damage dealt with 1-handed weapons if nothing is equipped in other hand.
    Requires Blade Grasp

    -------------
    Movement
    -------------
    Last edited by Ryven; 03-20-2012 at 05:00 PM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  8. #8
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Thief

    The Thief is one sneaky bastard. The sly, roguish Thief is an expert at swiping items, Gil, and just about anything that he can get his hands on. Not honest in any sense of the word when it comes to combat, the Thief is willing to do whatever it takes to get the job done...especially if it means fighting dirty. While not as skilled at stealth than the Ninja, he can certainly hold his own in that regard. While most Thieves are known for their mastery of the knife, they are also known to be skilled in the use of Crossbows as well.

    Class Notes:

    ------------
    Thievery
    ------------


    Throw Dirt
    Throw dirt in opponent's eyes, temporarily blinding them.
    JP: 150
    Effect: 1
    Range: 2 v 1
    Speed: Now
    System: High, inverse-brave dependent chance of Blinding an opponent. Can be dodged as a physical attack.

    Distract
    Thief creates a small distraction, throwing his opponent into a bewildered state.
    JP: 225
    Effect: 1
    Range: 2 v 3
    Speed: Now
    System: Moderately low chance of Confusing the target for 1 round. Based on Thief's brave (Low preferred) and target's faith (Low preferred).

    Flying Daggers
    Thief throws a plethora of small, purloined knives at their foe.
    JP: 300
    Range: 5v 2
    Effect: 1
    System: Deals 70% of unarmed damage to the target.

    Cloak and Dagger
    Thief appears unarmed to the enemy, only to launch a surprise attack upon them at the last second.
    JP: 500
    Range: 1 v 1
    Effect: 1
    Speed: 5
    System: Physical attack, low chance of Confusing the target for one round.
    Requires Distract

    Dancing Edge
    Attack with a flurry of stabs, doing variable but high damage. Must have knife equipped.
    JP: 530
    Range: 1 v 1
    Effect: 1
    Speed: Now
    System: Deals from 60% to 160% damage.
    Requires Flying Daggers

    Sneak Attack
    The Thief takes advantage of their treacherous ways to launch a deadly assault from behind an enemy. This is a passive skill; it does not need to be activated. However, you do actually have to get behind the enemy in some manner. Stacks with other abilities. Works best for Daggers, works poorly for 2-handed weapons.
    JP: 600
    Range: As weapon, but only from behind. Not the side; BEHIND.
    Effect: 1
    Speed: Now
    System: Bonus to WP of Speed/3 for Daggers, Speed/4 for Crossbows and all 1-handed weapons, Speed/5 for everything else. Doesn't work with any ranged weapon besides a Crossbow. This is a passive bonus for some reason.
    Requires Cloak and Dagger

    Impersonate
    The Thief passes themself off as an ally to hostile forces, escaping aggressive actions against them. Lasts for standard duration, or until the Thief attacks the enemy.
    JP: 700
    Range: Auto
    Effect: 1
    Speed: Now
    System: Moderate inverse-brave based chance of working.
    Requires Cloak and Dagger

    Sleep Bolt
    The Thief coats the arrowhead of his crossbow with a soporific, using it to induce drowsiness in the enemy and temporarily take them out of the action without risking their death.
    JP: 650
    Range: As Crossbows
    Effect: 1
    Speed: 10 CT
    Add: Sleep
    System: Usable only with a crossbow. Physical attack at 90% damage with a moderately low chance of Sleep.
    Requires Sneak Attack, must be used with a Crossbow

    Steal
    The Thief makes a snatch at an item of an enemy in the skirmish, hoping to take it for his own gains, as well as taking a cheap shot at the enemy meanwhile. Does not work on equipped items. Only works with items carried in a character's sash or backpack, and does not work if those items are equipment.
    JP: 900
    Range: 1 v 1
    Effect: 1
    Speed: Now
    System: Moderate to high chance of working, better with higher level. Does 75% physical damage.
    Requires Sneak Attack

    -------------
    Reaction
    -------------

    Bribe
    Prevent Attack by distracting an opponent with money. It's kind of hard to negotiate with people while they're hitting you, but sometimes their blade gets deflected if you throw enough gil at it...
    JP: 450
    System: Moderate chance of preventing a melee attack against the thief. If successful Thief loses Opponent's PA * 100 Gil; Opponent gains Gil. If not enough gil is on hand, this can't be used.

    Mislead
    Causes opponent to attack another person in range, instead of the Thief.
    JP: 820
    System: Triggers on Melee Attack. Moderately low chance (Prefers low brave) of randomly causing an opponent's melee attack to choose another legal target in range, if there is one... including your allies.
    Requires Distract, Bribe

    --------------
    Support
    --------------

    Ambidexterity
    Allows the Thief to wield two weapons. Unlike Two Swords, the Thief can not USE both weapons at the same time. Also, neither hand's weapon has its stats reduced. Guns are disqualified.
    JP: 550

    Smooth Criminal
    Slightly increases critical hit rate and success rate of Steal.
    JP: 590


    --------------
    Move
    --------------

    Sprint
    Move + 1. Allows Thief to dash twice per battle. (They get +2 Move if dashing, instead of +1) When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 650

    Footwork
    Allows the Thief to simply bypass any tile with an armor-wearing unit in it as if nothing was there. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 800
    Requires Sprint
    Last edited by Xiong Su; 02-02-2013 at 10:03 PM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  9. #9
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    The Chemist Path
    Chemist

    The Chemist is the basic healer, but only in the sense of an administer of First-Aid. In the absence of a White Mage, there is no better choice for a healer than the Chemist. Skilled in the use of daggers, tomes and guns, they are versatile with their weaponry, and an asset to just about anyone on the field of battle. They are only the only class able to get full use out of Potions and Ethers (Chemist Primary/Secondary can use %MaxHP/%MaxMP option when using Potions/Ethers).

    Class Notes: Abilities with a *, despite being under Alternate caps, are only usable as a Secondary or Primary, due to ability requirements. Examine carefully.

    ------------
    Chemistry
    ------------

    Throw Item
    Can throw an item to reach allies further away.
    JP: 75
    Speed: Now
    Range: 4 v 3
    Effect: 1
    Success: 100%

    Battlefield Medicine
    The Chemist, armed with the ability to react quickly, can use two items in the same turn.
    JP: 450
    Speed: Now
    Range: 1 v 2
    Effect: 1
    System: Always works, but each item must be used on a different target and is at 75% effectiveness.
    Requires Throw Item

    Smelling Salts*
    The Chemist attempts to revive a fallen comrade, so as to prevent injury.
    JP: 250
    Speed: Now
    Range: 1
    Effect: 1
    System: Moderately high chance of reviving an ally to 10% HP
    Requires Specialized Kit

    Dahlia Dust*
    The Chemist throws a potion - filled with the poisonous spores of a rare Black Dahlia - at his enemies.
    JP: 270
    Speed: Now
    Range: 4 v 3
    Effect: 2
    System: Low chance of inflicting Poison on all within effect range.
    Requires Specialized Kit

    Chemical Grenade*
    The Chemist mixes two volatile chemicals together, tossing them at an enemy to create an explosion.
    JP: 450
    Speed: Now
    Range: 4 v 3
    Effect: 2
    System: Deals light damage, has a moderately low chance of Blinding all within range.
    Requires Dahlia Dust, Specialized Kit

    Pheromone Mix*
    The Chemist douses him/herself in a strong pheromone, attracting those of the opposite sex.
    JP: 650
    Speed: Now
    Range: Auto
    Effect: 3
    System: Moderately low chance of Charming all within effect, except the user. This includes your allies, and them being charmed means they turn against you...
    Requires Specialized Kit

    Dragonblood Concoction*
    The Chemist slurps down a potion of Dragon's Blood, speeding up adrenaline and heightening physical prowess. One use per skirmish.
    JP: 850
    Speed: Now
    Range: Auto
    Effect: 1
    Success: 100%
    Add: Berserk, +40% damage on all physical attacks, +10% DR. Lasts for 4 turns.
    Requires Pheromone Mix, Specialized Kit

    --------------------
    Reaction Abilities
    --------------------

    Auto Potion
    The Chemist responds to damage by curing him/herself with a potion.
    JP: 550
    System: Moderate chance of using the weakest potion available on yourself upon taking damage.
    Requires Expanded Rucksack

    -------------------
    Support Abilities
    -------------------

    Curative Knowledge
    Items have 20% more effectiveness.
    JP: 300
    Add: +20% to HP / MP restoration from items.

    Expanded Rucksack
    The Chemist can carry double the number of items into a skirmish as usual.
    JP: 450
    Add: Double Inventory Space.
    Requires Battlefield Medicine

    Specialized Kit
    Specialized Kit does not need to be Equipped in the Support Slot. It is considered always active, once bought. Allows the Chemist to 'homebrew' a single Hi-Potion, Hi-Ether, or two status-cure items (Not Remedies) before a skirmish for use in that skirmish, only. [Note: You pick one of the three options. You don't get them all.]
    JP: 700
    Add: Allows use of Pheromone Mix, Chemical Grenade, Dahlia Dust, Smelling Salts, and Dragonblood Concoction.

    Inventive Kit
    Inventive Kit does not need to be Equipped in the Support Slot. It is considered always active, once bought. The Chemist can make unique potions. Only Chemists with Inventive Kit can use potions made from Inventive Kit.
    JP: 750
    Add: Allows Chemist to create potions. Send a PM to a staff member with a description of the potion, and the staff will cost and stat it.
    Requires Specialized Kit

    Ultrapowered Formula
    Greatly increases the effect of items used by the Chemist.
    JP: 900
    Add: +50% item effectiveness
    Requires Inventive Kit

    ----------------------
    Movement Abilities
    ----------------------
    Bard

    A support character in the purest sense of the word, the Bard is not meant to be anywhere near the frontlines. Rather, it is his job to sit off to the side or behind the lines and encourage his allies and discourage his foes. While this may not seem like a very glorious position, in a pitched battle it can mean the difference between victory and defeat.

    Class Notes:
    Bards can not sing while silenced. When not using a Harp, abilities are slightly less likely to succeed.

    ------
    Song
    ------

    Song of Serenity
    When sung, the Bard soothes the savage beast and hypnotizes enemies.
    JP: 250
    Speed: 15
    Range: Auto
    Effect: 2 v 2(E)
    System: Low chance of Charming all enemies within area of effect.

    War Chant
    Using a ancient Skaldic chant, the Bard increases the fervor of his comrades.
    JP: 300
    Speed: 10
    Range: Auto
    Effect: 4v1
    System: High chance of all allies within area of effect gaining +5 Brave; low chance of all allies in area of effect gaining +1 PA; low chance of all allies within area of effect gaining +1 of the Brave bonus permanently. Cannot raise someone past 75 Permanent Brave.

    Monastic Hymn
    Singing praises to the gods, the Bard solidifies the faith of the priesthood.
    JP: 300
    Speed: 10
    Range: Auto
    Effect: 4 v 2 (A)
    System: High chance of all allies within area of effect gaining +5 Faith; low chance of all allies in area of effect gaining +1 MA; low chance of all allies within area of effect gaining +1 of the Faith bonus permanently. Cannot raise someone past 75 Permanent Faith.

    Mystic Nocturne
    The Bard sings a magical song that soothes the minds of those around him.
    JP: 500
    Speed: 25
    Range: Auto
    Effect: 4 v 2 (A)
    System: Heals a small amount of MP for all allies within effect range.
    Requires Monastic Hymn

    Ragtime
    Singing an upbeat tune, the Bard is able to increase the speed of his fellow companions.
    JP: 600
    Speed: 30
    Range: Auto
    Effect: 4 v 2 (A)
    System: Moderate chance of all allies within range gaining Haste.
    Requires War Chant

    Dark Movement
    Playing a movement from the dark composer, it lowers the spirits of those foes who hear it. Lowers Brave & Faith by 5 and inflicts Slow.
    JP: 600
    Speed: 30
    Range: Auto
    Effect: 4 v 2 (E)
    System: Moderately high chance of inflicting Slow on all enemies in range of effect, Moderately low chance of inflicting Brave-5 and Faith-5 on all enemies in range of effect (rolled separately).
    Requires Song of Serenity

    Shatterchord
    With a sharp yell, the Bard uses his vocal talents to shatter one's bones and rend flesh.
    JP: 750
    Speed: 20
    Range: Auto
    Effect: 4 v 2 (E)
    System: Deals 120% of normal damage, but has a -10 Accuracy penalty.
    Requires Ragtime

    Funeral Dirge
    Singing a lamenting song to the fallen, it has been known to even bring the dead back to life.
    JP: 750
    Speed: 25
    Range: Auto
    Effect: 4 v 2 (A)
    System: Low chance of raising all allies in effect area. Lower if more than 1 ally in effect area is KOed.
    Requires Dark Movement

    The Moogle Song
    Originally composed by a Moogle named Mog, it has been passed down to Bards today, enabling the Bard to create a variety of effects for his companions.
    JP: 800
    Speed: 20
    Range: Auto
    Effect: 4 v 2 (A)
    System: Moderate chance of +5 Brave, moderate chance of +5 Faith, moderately low chance of +2 PA, moderately low chance of +2 MA, moderately low chance of Protect, moderatlely low chance of Shell, moderately low chance of Haste.
    Requires Funeral Dirge

    Ancestral Song
    A hymn that brings forth the knowledge of the great legends of the past.
    JP: 1000
    Speed: 40
    Range: Auto
    Effect: 4 v 2 (A)
    System: Moderately low chance of adding Reraise to all allies within range. Can only work on each ally once per skirmish.
    Requires Moogle Song, Shatterchord, MA Save

    -------------------------
    Reaction Abilities
    -------------------------

    MA Save
    JP: 800
    System: Triggers on HP damage, moderate chance of gaining +1 MA. Caps at +50% MA.
    Requires Monastic Hymn

    -----------------------
    Support Abilities
    -----------------------

    Equip Harp
    JP: 500
    Can equip Harp regardless of class restrictions.

    --------------------------
    Movement Abilities
    ---------------------------

    Move+2
    JP: 600
    System: Does as it says. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    Requires War Chant, Mystic Nocturne
    Last edited by Ryven; 01-14-2010 at 02:23 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  10. #10
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Black Mage

    When one thinks of Magic, the first thing that should come to mind is the Black Mage. A purely offensive class, the Black Mage has control over the three major elements--Fire, Ice, Thunder--and can wield them to deadly effect. However, the Black Mage is very, very physically frail and can fall to just about any melee class within just a few strikes. Keep this in mind and keep the Black Mage in the background while he fries and freezes your foes.

    Class Notes: All spells except for Flare and Blast Ground are reflectable.

    --------------
    Black Magic
    --------------

    Fire
    A common man's fire spell. Occasionally used for setting enemies on fire. Less often used for setting friends on fire.
    JP: 50
    MP: 18
    Speed: 5
    Range: 4 v 2
    Effect: 2 v 1
    System: Deals low fire damage to all within effect.

    Ice
    When refrigeration goes wrong, Ice 1 comes to save the day. Summons a small group of icicles to fling at enemies' heads.
    JP: 50
    MP: 18
    Speed: 5
    Range: 4 v 2
    Effect: 2 v 1
    System: Deals low ice damage to all within effect.

    Bolt
    Effect also duplicated by shuffling your feet on carpet quickly and then touching someone. Weak lightning bolts come out of the sky and hit the enemies.
    JP: 50
    MP: 18
    Speed: 5
    Range: 4 v 2
    Effect: 2 v 1
    System: Deals low electricity damage to all within effect.

    Fire 2
    A spiral of flame comes up from the ground, circling enemies as it inflicts heavy fire damage.
    JP: 350
    MP: 34
    Speed: 10
    Range: 4 v 2
    Effect: 2 v 2
    System: Deals moderate fire damage to all within effect.
    Requires either Fire, or Bolt 2 + Ice 2

    Ice 2
    Multiple ice crystals crash onto each enemy, shattering on them with considerable force.
    JP: 350
    MP: 34
    Speed: 10
    Range: 4 v 2
    Effect: 2 v 2
    System: Deals moderate ice damage to all within effect.
    Requires either Ice, or Bolt 2 + Fire 2

    Bolt 2
    Fork lightning blasts down from the sky and into the enemy units, shocking them through their metal armor.
    JP: 350
    MP: 34
    Speed: 10
    Range: 4 v 2
    Effect: 2 v 2
    System: Deals moderate elecricity damage to all within effect.
    Requires either Bolt, or Fire 2 + Ice 2

    Fire 3
    Fireballs materialize from thin air in several directions before speeding towards the enemy area, exploding and causing severe damage to all in the area of effect.
    JP: 550
    MP: 64
    Speed: 15
    Range: 4 v 3
    Effect: 2 v 2
    System: Deals moderately high fire damage to all within effect.
    Requires either Fire 2, or Ice 3 + Bolt 3

    Ice 3
    A single massive ice crystal spins overhead, before coming straight down to crush itself on the enemies until the impacts shatter it to pieces.
    JP: 550
    MP: 64
    Speed: 15
    Range: 4 v 3
    Effect: 2 v 2
    System: Deals moderately high ice damage to all within effect.
    Requires either Ice 2, or Fire 3 + Bolt 3

    Bolt 3
    Five seperate bolts strike out overhead in quick succession, with a thunderclap between each one, the concussive sounds only adding to the desutrctive force of the electrical wrath.
    JP: 550
    MP: 64
    Speed: 15
    Range: 4 v 3
    Effect: 2 v 2
    System: Deals moderately high electricity damage to all within effect.
    Requires either Bolt 2, or Fire 3 + Ice 3

    Fire 4
    Molten lava streams out of the ground and surges towards the target, flowing around with liquid flame in a great burst known to turn ground into ashes.
    JP: 900
    MP: 92
    Speed: 20
    Range: 4 v Max
    Effect: 2 v Max
    System: Deals high fire damage to all within effect.
    Requires either Fire 3, or Ice 4 + Bolt 4

    Ice 4
    A flash freeze results in the area first being frozen, holding those in the area in place for thousands of crystal ice shards to force themselves into people caught in the area, freezing them on the inside before shattering violently inside them.
    JP: 900
    MP: 92
    Speed: 20
    Range: 4 v Max
    Effect: 2 v Max
    System: Deals high ice damage to all within effect.
    Requires either Ice 3, or Fire 4 + Bolt 4

    Bolt 4
    Ball lightning streaks in from several directions, coming in with a tremendous electrical discharge, causing havoc on the bodies of all nearby, especially their funky hairdos.
    JP: 900
    MP: 92
    Speed: 20
    Range: 4 v Max
    Effect: 2 v Max
    System: Deals high electricity damage to all within effect.
    Requires either Bolt 3, or Ice 4 + Fire 4

    Flare
    The Black Mage splits the enemy into pieces, resulting in a cataclysmic but contained explosion, dealing immense damage to a single target.
    JP: 1100
    MP: 110
    Speed: 25
    Range: 4 v Max
    Effect: 1
    System: Deals very high non-elemental damage.
    Requires two level-4 elemental spells OR all level 3 elemental spells.

    Blast Ground
    With a blast of magical force, the Black Mage knocks a hole in the ground, which can be very inconvenient for anyone who happened to be standing there.
    JP: 175
    MP: 28
    Speed: 20
    Range: 4 v 0
    Effect: 1
    System: Deals light non-elemental damage, and has a low chance of reducing the target's move to 1 for the next turn only. Also can reduce the height of a hex by 1, once per hex.

    Death
    The Black Mage calls to the Lord of the Underworld, asking him to sever someone's soul, ending their life immediately. Low chance of success, but always lethal if succesful.
    JP: 900
    MP: 140
    Speed: 40
    Range: 4 v 1
    Effect: 1
    System: Extremely low chance of KOing a target.
    Requires two level-4 elemental spells OR all level 3 elemental spells.

    Focus
    Caster concentrates all their power to ready themselves for casting a spell. +1 MA. One use per skirmish.
    JP: 500
    MP: 0
    Speed: 0
    Range: Self
    Success: 100%
    System: What it says
    Requires either: Two level 3 elemental spells, or 1 level 3 elemental spell and all level 2 elemental spells.

    -------------
    Reaction Skills
    -------------

    Counter Magic
    System: Retaliates against magic spells with moderate non-elemental damage. Costs no MP to use.
    JP: 800
    Requires Flare or Death

    -----------
    Support Skills
    -----------

    Magic Attack Up
    Increases the damage magic attacks inflict. Adds a 110% Modifier to all magic attacks.
    JP: 400
    Requires two level 3 Elemental Spells or all level 2 elemental spells.
    White Mage

    Recognized as the foremost experts of healing magic, White Mages are considered an invaluable addition to any team, as by their very nature, they improve the effectiveness of everyone else who accompanies them. However, the wise do not mistake the White Mage for helpless - The most powerful White Mages are well known for being able to call upon not only the protection of White Magic, but also the wrath and destruction, as well.

    Class Notes: Holy may not be reflected. All other spells may. (Note: Dead targets cannot benefit from the Reflect status, so, you can use raise on someone who is KO'd.)

    --------------
    White Magic
    --------------

    Cure
    Calling upon holy energies, a soothing breeze materalizes and mends light wounds.
    JP: 70
    MP: 18
    Speed: 5
    Range: 4 v 1
    Effect: 2 v 1
    System: Lightly heals all within effect.

    Cure 2
    Calling upon holy energies, a healing breeze materalizes and heals wounds.
    JP: 220
    MP: 34
    Speed: 10
    Range: 4 v 1
    Effect: 2 v 1
    System: Moderately heals all within effect.
    Requires Cure

    Cure 3
    Calling upon holy energies, a soothing light materalizes to heal more serious wounds.
    JP: 520
    MP: 64
    Speed: 12
    Range: 4 v 2
    Effect: 2 v 2
    System: Moderately high healing on all within effect.
    Requires Cure 2

    Cure 4
    Calling upon holy energies, a bright, holy light materalizes to heal even the most grievous of wounds.
    JP: 800
    MP: 92
    Speed: 20
    Range: 4 v 3
    Effect: 2 v 3
    System: Greatly heals on all within effect
    Requires Raise, Protect, Shell, Cure 3

    Raise
    Praying directly to God to return the souls of the fallen, an ally is restored to bare minimum fighting capacity.
    JP: 400
    MP: 32
    Speed: 25
    Range: 4 v 2
    Effect: 1
    System: Moderately high chance of raising a KOed ally to 25% of their maximum HP.
    Requires Cure 2

    Raise 2
    Praying directly to God to return the souls of the fallen, an ally returns to the world of the living fully refreshed.
    JP: 760
    MP: 72
    Speed: 25
    Range: 4 v 5
    Effect: 1
    Success: Standard
    System: Moderate chance of raising an ally at 50% of their maximum HP.
    Requires Raise, Cure 3

    Reraise
    The White Mage does wavy hands and makes it so that if their target is felled, they will instantly revive to fight again.
    JP: 600
    MP: 75
    Speed: 35
    Range: 3 v 3
    Effect: 1
    System: Moderate chance of adding Reraise to a target.
    Requires Raise

    Regen
    Casting a greenish holy light over his allies, the White Mage gives his allies a slowly working healing spell, where they regain a little bit of their strength every round.
    JP: 420
    MP: 60
    Speed: 10
    Range: 3 v 0
    Effect: 2 v 0
    System: High chance of adding Regen to all within effect.
    Requires Cure 2

    Protect
    Calling upon mystical energies from above, an invisible shield envelops allies that softens physical blows.
    JP: 270
    MP: 32
    Speed: 15
    Range: 3 v 0
    Effect: 2 v 0
    System: High chance of adding Protect to all within effect.
    Requires Cure

    Protect 2
    Calling upon mystical energies from above, an invisible shield envelops allies that protects from physical blows.
    JP: 550
    MP: 56
    Speed: 20
    Range: 3 v 3
    Effect: 2 v 3
    System: High chance of adding Protect2 to all within effect.
    Requires Protect, Regen

    Shell
    Calling upon mystical energies from above, an invisible bubble envelops allies, softening magic they may be hit with (NOT including healing magic).
    JP: 270
    MP: 32
    Speed: 15
    Range: 3 v 0
    Effect: 2 v 0
    System: High chance of adding Shell to all within effect.
    Requires Cure

    Shell 2
    Calling upon mystical energies from above, an invisible bubble envelops allies, protecting them from magic they may be hit with (NOT including healing magic).
    JP: 550
    MP: 56
    Speed: 20
    Range: 3 v 3
    Effect: 2 v 3
    System: High chance of adding Shell2 to all within effect.
    Requires Shell, Esuna

    Esuna
    Calling upon pure energies, a halo of light encircles an ally and shrouds them with a soft, cleansing warmth. When the light disperses, most every abnormal status effect will be cured.
    JP: 280
    MP: 30
    Speed: 10
    Range: 3 v 2
    Effect: 2 v 2
    System: Very high chance to cancel Poison, Petrify, Blind, Confusion, Silence, Berserk, Frog, Sleep, Don't Move, and Don't Act on all within effect.
    Requires Cure 2

    Holy
    The White Mage calls upon the power of Heaven, not for its mercy, but for its wrath, and balls of pearl white energy descend from Heaven to pummel the enemy's spirit at their request.
    JP: 900
    MP: 96
    Speed: 25
    Range: 4 v 6
    Effect: 1
    System: Does very heavy Holy damage.
    Requires Raise2, Protect2, Shell2

    -------------
    Reaction Abilities
    -------------

    Regenerator
    The White Mage's healing powers are so refined, they often will activate instantly upon receiving damage.
    System: Moderate chance to add: Regen to the White Mage upon taking HP damage.
    JP: 400
    Requires Regen

    ------------
    Support Abilities
    ------------

    Magic Defend Up
    The White Mage's innate power softens any harmful magic cast on them.
    JP: 400
    Effect: 10% damage reduction from magical attacks.
    Requires Protect, Shell

    -------------
    Movement
    -------------

    None
    Last edited by Xiong Su; 02-03-2011 at 10:46 PM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  11. #11
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Dancer

    The Dancer is much like the Bard in that she is purely a support character. While the effects of the Dancer's Dance may seem to be weak, the fact that the Dancer can use the same Dance over and over again every round of combat eventually takes its toll on enemies.

    Class Notes: Dancers can not dance if Don't Move is used on them. There is a penalty to dancing while slowed. Also, all of the Dancer's abilities can stack against enemies, to the limits of the particular ability. Effects of debuffing dances persist for 2 rounds after the Dancer stops using that particular Dance.

    --------
    Dance
    --------

    Witch Hunt
    An ancient dance once used when "purifying" witches in the hopes that the evil spirits would leave them, much the same happens here.
    JP: 200
    Speed: 15
    Range: Auto
    MP Damage
    Effect: 9 v Max
    System: Deals very light MP damage to all enemies within effect.

    Wiznaibus
    A dance that is made to temporarily mesmerize its onlookers and sap their strength.
    JP: 200
    Speed: 15
    Range: Auto
    HP Damage
    Effect: 9 v Max
    System: Deals very light HP damage to all enemies within effect.

    Slow Dance
    Somehow altering the fabric of space and time with this dance, the Dancer can possibly lower the speed of her foes.
    JP: 400
    Speed: 25
    Range: 9 v Max
    Effect: Auto
    System: Moderate chance of reducing the Speed of all opponents within area of effect by 1. Effects persist for 2 rounds after the Dancer stops using this Dance, and Speed cannot be reduced past 0.
    Requires Wiznaibus, Witch Hunt

    Polka Polka
    The Dancer dances a mystical Polka dance, making enemies feel as if they wish to join in on the fun and therefore, lose some of their heart to fight.
    JP: 700
    Speed: 20
    Range: 9 v Max
    Effect: Auto
    System: Moderate chance of reducing PA of all opponents within area of effect by 1. Can't reduce PA below 75% of normal.
    Requires Slow Dance

    Disillusion
    The Dancer dances a dance that makes foes begin to doubt their magical ability.
    JP: 700
    Speed: 20
    Range: 9 v Max
    Effect: Auto
    System: Moderate chance of reducing MA of all opponents within area of effect by 1. Can't reduce MA below 75% of normal.
    Requires Slow Dance

    Last Dance
    Drastically slows down all enemy targets, leaving them open for enemy attacks and possibly even causing turn loss.
    JP: 900
    Speed: 50
    Range: 9 v Max
    Effect: Auto
    System: Low chance of delaying the turn of each enemy within effect by 25 CT.
    Requires Brave UP, Polka Polka

    Nameless Dance
    A mystical dance that inflicts a myriad of status effects on enemies.
    JP: 1000
    Speed: 30
    Range: 9 v Max
    Effect: Auto
    System: Very low chance of adding Blind, Confusion, Silence, Frog, Poison, Slow, Stop, Sleep, and sleep to all enemies within effect (rolled separately).
    Requires Brave UP, Disillusion

    -------------
    Reaction Skills
    -------------

    A Save
    When hit with an attack, the Dancer slowly becomes more and more... intense, increasing her physical prowess.
    JP: 750
    System: Moderately low chance of gaining +1 PA upon taking damage. Caps at +50% of Dancer's base PA.
    Requires Sure Footed

    Brave Up
    The Dancer, when hit with a physical attack, musters her courage to continue on.
    JP: 500
    System: Moderate chance of gaining +1 Brave upon taking damage. Caps at 100, all temporary.
    Requires Sure Footed

    -----------
    Support Skills
    -----------

    Sure Footed
    JP: 300
    Effect: Due to their experience with moving with grace on their feet, Dancers may move at reduced rate even when inflicted by Don't Move, as part of their training in using their bodies in dancing as well. (Move when inflicted by Don't Move = 1/2 Dancer's normal move stat)
    System: It says above

    -------------
    Movement Skills
    -------------

    Jump+3
    Increases jump range by 3.
    JP: 1000
    System: What it says When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    Requires A Save
    Calculator

    Calculators are scholarly warriors who affect the tide of battle through a magically enhanced understanding of mathematics, which they use to aid their allies in ways that many find completely baffling. Their skills, unorthodox though they may seem to others, are to be respected.

    Class Notes:
    All Calculator A-Abilities except 'Calculate Ratio' have a 100% success rate, if the variables match.

    The Calculator can learn how to use variables in their calculations over time, and as they become more experienced (read: as they gain levels), they can learn new variables and values to input. When an ability asks for a Variable or Value, please consult this chart for availability. However, if a certain ability MUST use a certain Variable or Value, then the Calculator will still be able to use that ability as if they had the missing value/variable.

    Quote Originally Posted by Values and Variables
    Variable: EXP
    The Calculator can use the EXP total of any potential targets for his equations' variables.
    Level: 1
    JP: Free

    Value: 5
    The Calculator can use the set of multiples of 5 for the values of his equations.
    Level: 1
    JP: Free

    Variable: CT
    The Calculator can use the current CT number of any potential targets for his equations' variables.
    Level: 7

    Value: Primes
    The Calculator can use the set of prime numbers for the values of his equations.
    Level: 7

    Variable: Height
    The Calculator can use the current height of any potential targets for his equations' variables.
    Level: 14

    Value: 4
    The Calculator can use the set of multiples of 4 for the values of his equations.
    Level: 14

    Variable: Level
    The Calculator can use the level of any potential targets for his equations' variables.
    Level: 21

    Value: 3
    The Calculator can use the set of multiples of 3 for the values of his equations.
    Level: 21
    --------------
    Math Skill
    --------------

    Calculate Coordinates
    The core of the Calculator's abilities, this mathematical discipline allows him to alter the targets of his own or his allies' next spell to correspond with calculated values. The Calculator chooses a Variable and Value from the ones that he knows, and the spell being affected by the calculations will hit those enemies whose selected variable matches up with the selected value instead of any oher targets, if the caster wishes. (For example, a Level 7 Dancer standing at a height of 9 could be hit by a calculated spell using either the Prime Value and Level Variable, or the 3 Value and Height Variable, but not by, say, the 4 Value and Level Variable, as 7 isn't divisible by 4, while it is a prime number.) If two people potentially have the same co-ordinates, only one of them may be targetted by the allies' or the Calculator's spell.
    JP: 150
    Speed: Now
    Range: 3 v 1
    Effect: 1

    Calculate Trajectory
    Deriving data from the comparative heights of his enemies, and then plugging in a value, the Calculator can increase the efficiency of a ranged attacker's aiming trajectory, thus boosting their effective range. Using Variable: Height and any Value, the Calculator designates targets, and either he or the ally he's aiding can shoot at any one of those targets with a ranged weapon, without regard to normal range or LOS, but still taking cover and intervening terrain into account. However, only 3 characters maximum can be affected by this ability.
    JP: 300
    Speed: Now
    Range: 3 v 1
    Effect: 1
    Requires Calculate Coordinates

    Calculate Probability
    Gauging and measuring probability, the Calculator plans out his or his ally's next action thoughtfully, trying to subtract out the effects of chance. The Calculator uses a Value in this equation, and if the chance-of-success roll for the target's next action is affected by the Value, it will instead automatically become a critical success.
    JP: 500
    Speed: Now
    Range: 3 v 1
    Effect: 1
    Requires Calculate Coordinates

    Calculate Timing
    The Calculator predicts the movements of his enemies, gauging their speed and demeanor, and using the information to aid himself or an ally. He targets enemies with the CT Variable and any value, and if the person he's aiding gets a chance to trigger their Reaction Ability because of a targeted enemy, it will go off with a 100% chance of success once after the calculation.
    JP: 600
    Speed: Now
    Range: 3 v 1
    Effect: 1
    Requires Calculate Trajectory

    Calculate Limit
    Using principles of calculus, the Calculator can use one of his known Values to mathematically determine the paths that the attacks would approach, but never touch, and can then brief one of his allies on the possibilities (or mentally prepare himself). This allows the ally or Calculator to blunt any attack whose damage lines up with the value used in this ability once. (for example, if Value: 4 was used, and they protected ally was hit by 8 damage, they'd be able to dodge it)
    JP: 650
    Speed: Now
    Range: 3 v 1
    Effect: 1
    Requires Calculate Probability

    Calculate Ratio
    Balancing internal variables, the Calculator can unleash the inner power of himself or an ally, improving the power of whatever they attempt. Two Variables of the target's own stats are chosen, and they are compared to make a ratio that boosts the next burst of damage or healing by a certain percentage. However, that percentage cannot be greater than a +50% bonus.
    (Explanation: Pick two of your stats, and compare them to each other. Say, MP 240, HP 150. 150/240 is about 63%, so, the resulting ratio would be 37%. Be forewarned, that a greater ratio will have a greater chance of failure.)
    JP: 800
    Speed: 15
    Range: 3 v 1
    Effect: 1
    Requires Calculate Probability, Calculate Timing, Damage Split

    --------------------
    Reaction Abilities
    --------------------

    Distribute
    When the Calculator is healed, any excess HP gained is evenly distributed amongst all allies on the battlefield, regardless of position or distance.
    JP: 200
    Trigger: HP Restore (Beyond maximum HP)
    System: Always works; evenly distributes excess healing the Calculator receives among all allies.

    Damage Split
    When the Calculator is struck and harmed, his opponent recieves half the damage inflicted. Does not work if the attack KO's the Calculator.
    JP: 500
    System: Moderately low chance to return half of any HP Damage the Calculator suffers on the attackers.
    Requires Distribute

    --------------------
    Support Abilities
    --------------------

    Equip Book
    The character can equip a book despite class restrictions.
    JP: 500

    Factorial Reduction
    The Calculator can refine his equations with additional terms, allowing him to control the results a little more precisely. This results in all abilities aided by a Math Skill ability gaining +5 Accuracy in addition to other effects.
    JP: 850
    Requires Damage Split and Move-Gain EXP

    Matrix Realignment
    This is a unique skill in that the Calculator can equip it in any skill slot. It fills up a slot of one type and allows the Calculator to gain one skill slot in any other type. In essence, it converts one slot type to another. For example, a Calculator can give up his Movement skill in order to gain an additional slot for Reaction skills. Once bought, this ability does not take up an ability slot. This ability can not be used with Command slots that the player cannot access (Cannot wipe your Alternate slot as a level 20, for example.)
    JP: 900
    Requires Damage Split and Move-Gain EXP

    ----------------
    Move Abilities
    ----------------

    Move-Gain EXP
    The Calculator gains 1 EXP per move.
    JP: 350
    Last edited by Ryven; 01-12-2010 at 07:08 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  12. #12
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Illusionist

    The Illusionist can control imagery and sensation to delude his enemies, as well as conceal and guide his allies. Because of this, the Illusionist is both a valued support mage and perhaps the most subtle of all the mages.

    Class Notes: Lock 1/2, Blink 1/2, and Vanish are reflectable.

    -----------------
    Illusion Magic
    -----------------

    Lock
    Casting lights and patterns around an enemy, the Illusionist makes the enemy's position far easier for his allies to track and strike at. This grants the Illusionist and his allies a +15% bonus to succeed in using an attack or ability against that enemy.
    JP: 150
    MP: 22
    Speed: 5
    Range: 3 v 1
    Effect: 1
    System: High chance of inflicting Lock on the target.

    Blink
    The Illusionist blurs his own image, causing it to oscillate wildly around him. This makes his position harder to tell, thus increasing his evasiveness.
    JP: 150
    MP: 22
    Speed: 5
    Range: Auto
    Effect: Self
    System: High chance of inflicting Blink on the target.

    Flash
    Summoning a giant burst of illusory light, the Illusionist tries to overload the senses of his enemies and in doing so, blind them.
    JP: 250
    MP: 34
    Speed: 10
    Range: Max
    Effect: All Enemies
    System: Moderately high chance of inflicting Blind on all enemies.

    Hallucination
    Making illusions born of sheer madness, the Illusionist attempts to confuse and bewilder his enemies.
    JP: 500
    MP: 52
    Speed: 15
    Range: Max
    Effect: All Enemies
    System: Moderately low chance of inflicting -3 Brave on all enemies, low chance of inflicting Confuse on all enemies.
    Add: Confuse
    Requires Flash

    Mesmerizing Lights
    The Illusionist manifests a series of hypnotic, glimmering lights, which dance around alluringly. Using these, he tries to lull his enemies into a hypnotic state that will make them open to his suggestions. This mesmerizing display may lull people to sleep, however.
    JP: 500
    MP: 56
    Speed: 15
    Range: Max
    Effect: All Enemies
    System: Low chance of inflicting Charm or Sleep on all enemies (which effect is randomly determined)
    Requires Flash

    Dread Image
    The Illusionist uses his deceptive talents to project an image so foul and grotesque, the Illusionist’s opponents quiver.
    JP: 450
    MP: 50
    Speed: 25
    Range: LOS
    Effect: All Enemies
    System: Moderately high chance of inflicting -5 Brave and -5 Faith on all enemies (rolled separately)
    Requires Flash

    Obscuring Haze
    The target of this spell will have a 10% accuracy penalty added to any physical attack for four turns (not cumulative with itself). St
    JP: 350
    MP: 24
    Speed: 20
    Range: 5 v 3
    Effect: 1
    Requires Blink, Lock

    Chaotic Cloud
    The target of this spell will have a 10% accuracy penalty added to any magical attack for four turns (not cumulative with itself).
    JP: 350
    MP: 24
    Speed: 20
    Range: 5 v 3
    Effect: 1
    Requires Blink, Lock

    Terrorize
    The Illusionist wraps one of his enemies in a vile delusion, drawing upon their own fears to place them in their own personal hell of pain and terror. They can do little but freeze in terror as the pain harms their body in spite of the illusion's nonexistence.
    JP: 550
    MP: 68
    Speed: 20
    Range: 5 v 3
    Effect: 1
    System: Low chance of inflicting Stop on the target, along with dealing 5% MaxHP to the target each turn the Stop effect is active.
    Requires Dread Image

    Lock 2
    Generating patterns and lights around multiple enemies, the Illusionist locks him and his allies on target with the guiding illusions. This grants the Illusionist and his allies a 30% bonus to succeed in using an attack or ability against those enemies.
    JP: 600
    MP: 60
    Speed: 20
    Range: 4 v 3
    Effect: 2 v 2
    System: Moderately high chance of inflicting Lock2 on all within the area of effect
    Requires Lock

    Blink 2
    Distorts the image of a wide area, granting any allies within the same brand of protection as Blink does to the Illusionist.
    JP: 600
    MP: 60
    Speed: 20
    Range: 3 v 1
    Effect: 2 v 2
    System: Moderately high chance of inflicting Blink2 on all within the area of effect.
    Requires Blink

    Vanish
    Casting a powerful and complicated illusion, the Illusionist shrouds his target in a mirage that makes it appear as though they aren't there, effectively rendering them invisible.
    JP: 750
    MP: 60
    Speed: 45
    Range: 3. Vertical 1
    Effect: 1
    System: Moderate chance of adding Concealed to the target.
    Requires Blink 2, Lock 2

    Mirrored Army
    The enemy will see a false image of the caster's army. They will move towards the false army instead of the real one if the spell is successful. Once an attack is made on a character of the false army the effects will leave.
    JP: 800
    MP: 75
    Speed: 55
    Range: 8 v 8
    System: Low chance of causing all allies within the effect to become Concealed, and have illusionary images of them appear in random locations within the effect radius. When one is attacked, all the illusions vanish and everyone reappears.
    Success: Standard
    Requires Terrorize, Displacement

    ---------------------
    Reaction Skills
    ---------------------

    Counter Blink
    The Illusionist casts Blink on themself after being attacked.
    JP: 500
    System: High chance of adding Blink to self after use of a hostile ability on the Illusionist.
    Requires Blink

    Counter Lock
    The Illusionist casts Lock on their enemy after being attacked.
    JP: 500
    System: When a hostile ability is used on the Illusionist, high chance of inflicting Lock on the ability's user.
    Requires Lock

    -------------------
    Support Skills
    -------------------

    Magic Evade UP
    JP: 550
    Makes it harder to hit the character with magic spells. +10% M-EV.
    Requires Blink, Flash

    ----------------------
    Movement Skills
    ----------------------

    Displacement
    Through slight manipulation of images, the Illusionist makes it seem like their location is different than it actually is. Their apparent location is a random spot within 1 unit of the Illusionist's true location. This is overcome by the Ranger's Tracking ability, and the Illusionist's true position is revealed until his next move if he sustains damage while displacing or if anyone attempts to move through his true position, or if they move next to his false position. The Illusionist does NOT gain the benefits of Concealed from this.
    JP: 770
    Requires Blink 2, Lock 2
    Oracle

    Some argue whether the Oracle belongs in the class of Mages. While they do manipulate magic, the magic that they manipulate is on a different level than that of a typical Mage. This Magic--from a far eastern nation--is known as Yin Yang. Nonetheless, the ability of the Oracle to manipulate the bodily conditions of an enemy, as well as that of magical conditions in reality itself, is nothing to be taken lightly.

    Class Notes: Dispel and Yin Yang Manipulation may not be reflected - the rest can.

    Ability Requirements
    No Requirements: Blind, Poison
    1 Spell Required: Spell Absorb, Life Absorb, Pray Faith, Doubt Faith
    3 Spells Required: Foxbird, Absorb Used MP, Zombie, Silence Song, Dispel Magic, Sleep, Move MP-UP
    6 Spells Required: Defense UP, Paralyze, Confusion Song, Blind Rage
    11 Spells Required: Petrify
    13 Spells Required: Status Ball
    15 Spells Required: Yin Yang Manipulation


    -----------------
    Yin Yang Magic
    -----------------

    Blind
    The Oracle uses broad gestures and a slip of paper with an ancient incantation to blind his foes.
    JP: 100
    MP: 18
    Speed: 5
    Range: 4 v 1
    Effect: 2
    System: High chance of inflicting Blind on all within effect.

    Spell Absorb
    Using this ritual, the Oracle siphons free MP from his target to prevent magic attacks.
    JP: 300
    MP: 24
    Speed: 15
    Range: 4 v 2
    Effect: 1
    System: Moderate chance of dealing light MP damage to the target. The Oracle drains half of the MP the target loses.

    Life Absorb
    Using a similar ritual, the Oracle steals the health of his target instead of their arcane power.
    JP: 350
    MP: 42
    Speed: 15
    Range: 4 v 2
    Effect: 1
    System: Moderate chance of dealing light HP damage to the target. The Oracle drains half of the HP the target loses.

    Pray Faith
    With a quiet prayer, the Oracle inspires faith upon his compatriot.
    JP: 400
    MP: 20
    Speed: 10
    Range: 4 v 2
    Effect: 1
    System: Very high chance of adding +5 Faith to the target.

    Doubt Faith
    While the target of this loses faith, they gain a remarkable amount of innocence and belief elsewhere.
    JP: 450
    MP: 20
    Speed: 10
    Range: 4 v 2
    Effect: 1
    System: Very high chance of inflicting -10 Faith on the target.

    Zombie
    Pulling out various small undead parts and grinding them up, the powder demolishes one's life, and sends them into a corporeal stupor, and into the shape of a mindless zombie.
    JP: 350
    MP: 45
    Speed: 15
    Range: 4 v 2
    Effect: 1
    System: Moderate chance of inflicting Zombie on the target.

    Silence Song
    A song that inhibits others from incanting spells upon him and his comrades.
    JP: 300
    MP: 32
    Speed: 10
    Range: 4 v 1
    Effect: 2
    System: Moderate chance of inflicting Silence on the target.

    Blind Rage
    The Oracle picks their words carefully, sending the target into a blind, mad frenzy.
    JP: 500
    MP: 48
    Speed: 20
    Range: 4 v 1
    Effect: 1
    System: Moderate chance of inflicting Berserk on the target.

    Foxbird
    The Oracles casts doubt of its target's strength and valor into question with an illusion.
    JP: 200
    MP: 38
    Speed: 10
    Range: 4 v 1
    Effect: 1
    System: Moderate chance of inflicting -15 Brave on the target.

    Confusion Song
    With a quick paced song, foes around him begin to become perplexed. Maybe the Oracle just doesn't have a good singing voice?
    JP: 600
    MP: 46
    Speed: 25
    Range: 4 v 1
    Effect: 2
    System: Moderate chance of inflicting Confusion on all within effect.

    Dispel Magic
    With broad gestures and loud incantations, the Oracle crushes magical effects with the power of his God.
    JP: 500
    MP: 48
    Speed: 15
    Range: 4 v 1
    Effect: 1
    System: High chance of canceling Float, Reraise, Transparent, Regen, Shell, Protect, Haste, Faith, or Reflect if any of those statuses are on the target.

    Paralyze
    The Oracle's incantation becomes bold words of warning, freezing his target in fear.
    JP: 550
    MP: 66
    Speed: 20
    Range: 4, V0
    Effect: 2
    System: Moderately low chance of inflicting Don't Act on all within effect.

    Poison
    With a vicious curse, the Oracle turns the target's own body against them for a short time.
    JP: 150
    MP: 34
    Speed: 10
    Range: 4 v 2
    Effect: 2
    System: Moderate chance of inflicting Poison on the target.

    Sleep
    With soft words, and a thick, white powder, the Oracle puts his enemies to sleep.
    JP: 300
    MP: 52
    Speed: 15
    Range: 4 v 1
    Effect: 2
    System: Moderately low chance of inflicting Sleep on all within effect.

    Petrify
    The Oracle mumbles an incantation, entrapping the target in a statue identical to themselves.
    JP: 800
    MP: 64
    Speed: 20
    Range: 4 v 1
    Effect: 1
    System: Moderate chance of inflicting Petrify on the target.

    Status Ball
    The Oracle imbues a ball of energy with a combination of Yin Yang magics. The spell does a random status effect as well as damage from the explosive force upon contact.
    JP: 750
    MP: 80
    Speed: 20
    Range: 4 v 1
    Effect: 1
    System: Deals moderate non-elemental damage to the target, and has a low chance of inflicting a random status derived from a Yin-Yang spell the user knows.

    Yin Yang Manipulation
    The Oracle tweaks with the Yin Yang energies surrounding the character's mana force. This should be used only once per skirmish, or the Oracle faces imbalancing his own Yin Yang.
    JP: 800
    MP: 75
    Speed: 40
    Range: 3 v 2
    Effect: 1
    System: Moderately low chance of success. If this succeeds, the Oracle can lower the PA or MA of the target by up to 5, and raise the other stat by the same amount, for the duration of the skirmish. If used more than once, small chance of the Oracle reducing his own PA and MA by 2.

    ----------------
    Reaction Skills
    ----------------

    Absorb Used MP
    Regain MP when foes use magic.
    JP: 250
    System: When an enemy within 5 hexes casts a spell, moderate chance of draining half the MP the enemy used.

    ----------------
    Support Skills
    ----------------

    Defense UP
    Damage from physical attacks is decreased.
    JP: 400
    Effect: 10% damage reduction against physical attacks.

    Equip Stick
    Allowed to equip Sticks
    JP: 500

    ------------
    Movement
    ------------

    Move-MP UP
    Recover MP after every successful move
    JP: 350
    System: Recover 2% MaxMP per move
    Last edited by Ryven; 02-08-2010 at 03:41 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  13. #13
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Shaman

    Much like the Oracle uses a different type of magic then most Mages, so does the Shaman, who uses the power of Voodoo. The whole purpose of the Shaman is to aid his allies from behind the lines with buffing spells of immense power. With powerful fighters and mages in front of him, the Shaman is a force to be reckoned with.

    Class Notes: Soul Spark, Claws of the Bear, Cunning of the Fox are reflectable. Other spells are not. NO spells channeled through Totem are reflectable.

    ----------------
    Voodoo Magic
    ----------------

    Soul Spark
    A powerful and draining spell, using the Shaman's essence to strike at the enemy spiritually, damaging the enemy in body and spirit.
    JP: 120
    MP: 26
    Speed: 5
    Range: 4v2
    Effect: 1
    System: Deals moderate non-elemental damage split between HP and MP. The Shaman must decide how much of the strength to direct towards HP and how much towards MP; maximum of 2/3 at either, and MP damage is at half efficiency. If unspecified in tactics, defaults to 2/3 HP and 1/3 MP damage.

    Divine Weaknesses
    The Shaman reads the spirits of his enemy, attempting to find their weak points.
    JP: 650
    MP: 44
    Speed: 20
    Range: 6 v 3
    Effect: 1
    System: Moderately high chance of moderately increasing an enemy's vulnerability to Critical Hits.
    Requires Divine Location

    Divine Location
    The Shaman cries out to spirits of sight, which answer him with visions of the enemies' locations. Reveals enemies that are hiding in the terrain, or under the transparent status. Also provides considerable plot usage.
    JP: 400
    MP: 36
    Speed: 25
    Range: Max
    Effect: All Units
    System: Moderately high chance to reveal any concealed enemies. Also usable in plots, at a slightly reduced CoS.

    Turtle's Ward
    The Turtle spirit grants its protective shell to the Shaman's allies, shielding them from physical damage and allowing them to dodge blows better. Because turtles are known for their great speed and agility, right?
    JP: 500
    MP: 44
    Speed: 15
    Range: 4 v 2
    Effect: 2 v 1
    System: High chance of adding Protect and +10 EV to all within effect

    Owl's Watch
    The Owl spirit grants its mystical wisdom to the Shaman's allies, shielding them from magic.
    JP: 500
    MP: 44
    Speed: 15
    Range: 4 v 2
    Effect: 2 v 1
    System: High chance of adding Shell and +10 M-EV to all within effect

    Lion’s Roar
    The Lion spirit booms a loud roar that encourages allies.
    JP: 550
    MP: 54
    Speed: 10
    Range: 4 v 3
    Effect: 2 v 1
    System: Moderately high chance of giving all within effect +5 Brave for the duration of the Skirmish and +1 PA for 3 rounds. Low chance of +1 of the Brave gain being permanent. Can't raise permanent Brave past 75.
    Requires Turtle's Ward

    Monkey's Word
    The Monkey Spirit speaks to the Shaman's allies, enlightening them.
    JP: 550
    MP: 54
    Speed: 10
    Range: 4 v 3
    Effect: 2 v 1
    System: Moderately high chance of giving all within effect Faith +5 for skirmish, MA +1 for 3 rounds. Low chance of +1 of the Faith being permanent. Can't raise permanent Faith past 75.
    Requires Owl's Watch

    Claws of the Bear
    A Bear spirit gives strength to the target, strengthening their next attack.
    JP: 770
    MP: 40
    Speed: 20
    Range: 3 v 3
    Effect: 1
    System: High chance of making the target's next physical attack do +50% damage.
    Requires Lion's Roar

    Cunning of the Fox
    A Fox spirit gives magical strength to the target.
    JP: 770
    MP: 40
    Speed: 20
    Range: 3 v 3
    Effect: 1
    System: High chance of making the target's next magical attack do +25% damage
    Requires Monkey's Word

    Spirit Mend
    The Shaman spiritually enters the body of their patient, and attempts to banish the malicious spirits and forces that are ailing them. This can cure illnesses of the spirit, including more unusual afflictions that conventional magic cannot tackle.
    JP: 400
    MP: 46
    Speed: 20
    Range: 4v2
    Effect: 1
    System: High chance of curing all negative status effects on the target.
    Requires Soul Spark

    Totem
    The Shaman plants a small totem down, which aids any of his allies nearby with the power of the totem animal. However, the totem doesn't have unlimited energy, and will eventually stop functioning. Only functions with Owl's Watch, Turtle's Ward, Monkey's Word, Lion's Roar, Cunning of the Fox, or Claws of the Bear.
    JP: 600
    MP: MP Of Spell Channeled * 2.5
    Speed: Max (The Shaman is considered 'charging' until their next turn, which will occur at normal time)
    Range: 4 v 2
    System: Always works, lasts for 4 rounds, and gives the effect of the chosen spell to all allies in range, while they're within Effect:3 of the totem. Claws of the Bear and Cunning of the Fox only work once per ally, all others are effective as long as the totem is active. This doesn't enhance the +Permanent Faith/Brave from Monkey's Word and Lion's Roar.
    Requires Spirit Mend

    Soul Blaze
    The Shaman reaches out with his spirit, touching that of his/her enemy. They interact, and the Shaman sets off a powerful reaction, causing their spirit to scorch their body.
    JP: 950
    MP: 110
    Speed: 20
    Range: 3 v 2
    Effect: 1
    System: Does very high non-elemental damage.
    Requires Totem and Claws of the Bear

    -----------------
    Reaction Skills
    -----------------

    None

    ----------------
    Support Skills
    ----------------

    None

    -------------------
    Movement Skills
    -------------------

    Spirit Projection
    The Shaman has the option of moving his spirit independently of his body, causing unusual effects. His body will stay still, but his spirit will move as if it were its own unit (which enemies will be able to detect) with the same stats (including shared HP/MP) as the Shaman. The Shaman's spirit can only be targeted by magic, and the Shaman can cast spells from where his spirit is. However, the Shaman's body is treated as if it were Charging, and can only be targeted by physical abilities. The Shaman can end Spirit Projection at any time or distance, but this ends his turn. However, the spirit cannot go beyond 10 hexes from the body. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 760
    Requires Cunning of the Fox
    Summoner

    Perhaps the most powerful Mages in existance, Summoners do not rely on simple magical energies to harm their foes. Rather, they pray to the being that they wish to summon to wreak havoc through enemy ranks with its shade. While they are very physically frail, to underestimate them is almost certain death.

    Class Notes: All summons are Range 4 v 2 and Effect 3 v 2 (Allies or Enemies, depending on if it is a buff or an attack.)
    All summons are not affected by Reflect.

    ------------------
    Summon Magic
    ------------------

    Moogle
    The Summoner calls upon a Moogle to refresh and heal allies.
    Summon Attack: Moogle Light
    JP: 100
    MP: 24
    Speed: 5
    System: Lightly heals all allies within effect.

    Shiva
    The Summoner calls the mistress of Ice to freeze their enemies to the bone.
    Summon Attack: Diamond Dust
    JP: 200
    MP: 28
    Speed: 5
    System: Does light Ice damage to all enemies within effect.

    Ifrit
    The Summoner requests the aid of the demon of Fire to make them some tasty barbeque. With Hellfire.
    Summon Attack: Hellfire
    JP: 200
    MP: 28
    Speed: 5
    System: Does light Fire damage to all enemies within effect.

    Ramuh
    The Summoner brings down the planar being of Lightning to shock their enemies.
    Summon Attack: Lightning Rod
    JP: 200
    MP: 28
    Speed: 5
    System: Does light Electricity damage to all enemies within effect.

    Titan
    The Big Dude of the Earth comes by and shows the targets what the law of the land is. How? By tearing the ground up right under them, at the Summoner's request.
    Summon Attack: Earthquake
    JP: 300
    MP: 35
    Speed: 7
    System: Does light Earth damage to all enemies within effect.
    Requires either Ramuh, Shiva, or Ifrit

    Carbunkle
    The Summoner calls upon the benevolent spirit, Carbunkle, who shields and protects allies from mystical energies. Sometimes.
    Summon Attack: Ruby Light
    JP: 400
    MP: 54
    Speed: 15
    System: Low chance of adding Reflect to all allies within effect.
    Requires Ramuh

    Fairy
    The Summoner calls upon a Fairy, who refreshes and nurtures allies.
    Summon Attack: Nature's Love
    JP: 510
    MP: 54
    Speed: 15
    System: Moderately light healing to all allies within effect.
    Requires Moogle

    Golem
    The Summoner summons the earth spirit, Golem, who protects allies from physical harm with an earthly shell.
    Summon Attack: Earthen Ward
    JP: 600
    MP: 66
    Speed: 30
    System: Moderate chance of adding Protect to all allies within effect.
    Requires Fairy

    Salamander
    The Fire Lizard breaths blast of flame up from below, scorching the enemy into ashes.
    Summon Attack: Inferno
    JP: 750
    MP: 66
    Speed: 20
    System: Deals moderate Fire damage to all enemies within effect.
    Requires Ifrit and Fairy

    Leviathan
    The Water Lizard is a fish out of water, so he brings the water to him, in a violent manner, sweeping enemies away with himself.
    Summon Attack: Tsunami
    JP: 750
    MP: 66
    Speed: 20
    System: Deals moderate Water damage to all enemies within effect.
    Requires Shiva and Fairy

    Odin
    The Master of the Blade, Odin, swings down his massive sword (or possibly spear) to cut the summoner's enemies, sweeping past them on horseback before they realize what has happened.
    Summon Attack: Zantetsuken
    JP: 800
    MP: 80
    Speed: 20
    System: Deals moderate non-elemental damage to all enemies within effect.
    Requires Carbunkle and Golem

    Bahamut
    The King of Dragons breathes on the enemies. While breathing is not usually a lethal action, dragons breathe fire. The King of Dragons breathes out atomic bombs.
    Summon Attack: Megaflare
    JP: 1000
    MP: 100
    Speed: 20
    System: Deals moderately high Nuclear damage to all enemies within effect.
    Requires Odin

    Cyclops
    The Giant Cyclops resorts to brute force, smashing the terrain and all unfriendlies on it, a very painful sensation.
    Summon Attack: Grand Crush
    JP: 1200
    MP: 110
    Speed: 25
    System: Deals high non-elemental damage to all enemies within effect.
    Requires Bahamut, Salamander, Leviathan

    -----------------
    Reaction Skills
    -----------------

    MP Restore
    When HP reaches critical, MP recovers quickly.
    JP: 400
    System: Upon reaching critical HP and at the start of every turn the summoner spends in it, high chance of restoring 50% of Maximum MP.
    Requires Fairy

    ----------------
    Support Skills
    ----------------

    3/4 of MP
    Spells cost only 3/4 normal MP to use.
    JP: 600
    System: Says it RIGHT THERE.
    Requires Fairy, Titan
    Last edited by Xiong Su; 06-26-2011 at 02:37 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  14. #14
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Time Mage

    The Time Mage does what his name implies: manipulates the space-time continuum to suit his purposes. While his position in the battlefield may be almost purely support in nature, to underestimate him is folly. With his ability to Haste allies to make them move faster, Slow or Stop foes, as well as cut their HP down to size with Demi, the Time Mage can be truly deadly in the hands of the right person.

    Class Notes: Warp Zone and Meteor cannot be reflected. Other spells, including Reflect, can be.

    -------------
    Time Magic
    -------------

    Haste
    The Time Mage manipulates the fabric of time to command a single ally to move more quickly.
    JP: 150
    MP: 28
    Speed: 5
    Range: 3 v 3
    Effect: 2 v 1
    System: High chance of adding Haste to all within effect.

    Slow
    The Time Mage manipulates the fabric of time to bring his foes to a crawl.
    JP: 150
    MP: 28
    Speed: 5
    Range: 3 v 3
    Effect: 2 v 1
    System: High chance of adding Slow to all within effect.

    Slow 2
    The Time Mage manipulates the fabric of time to bring his foes to a crawl.
    JP: 400
    MP: 48
    Speed: 15
    Range: 3 v 3
    Effect: 2 v 2
    System: Moderately high chance of adding Slow2 to all within effect.
    Requires Slow

    Haste 2
    The Time Mage manipulates the fabric of time to command allies to move more quickly.
    JP: 400
    MP: 48
    Speed: 15
    Range: 3 v 3
    Effect: 2 v 2
    System: High chance of adding Haste2 to all within effect.
    Requires Haste

    Stop
    The Time Mage weaves threads of time magic to bind and stop enemies in their tracks.
    JP: 550
    MP: 75
    Speed: 20
    Range: 3 v 3
    Effect: 1
    System: Moderately low chance of adding Stop to the target.
    Requires Slow, Don't Move

    Don't Move
    The Time Mage bends the threads of time to hold enemies in place.
    JP: 100
    MP: 26
    Speed: 15
    Range: 3 v 1
    Effect: 2 v 2
    System: Moderately high chance of adding Don't Move to all within effect.

    Float
    The Time Mage manipulates the dimensions, causing an ally to levitate 1H above the ground.
    JP: 200
    MP: 20
    Speed: 5
    Range: 4 v 1
    Effect: 2 v 2
    System: High chance of adding Float to all within effect.

    Reflect
    The Time Mage distorts space-time in order to redirect harmful spells cast at him.
    JP: 300
    MP: 36
    Speed: 10
    Range: 4 v 2
    Effect: 1
    System: Moderately low chance of adding Reflect to the target.

    Warp Zone
    Warps a character out of the battle field for a time, making them unable to be attacked, and unable to attack. Only able to succeed once per skirmish.
    JP: 550
    MP: 46
    Speed: 25
    Range: 4 v 2
    Effect: 1
    System: Moderate chance of warping target out for standard duration.
    Requires Haste, Float

    Quick
    Fully restores CT.
    JP: 770
    MP: 80
    Speed: 30
    Range: 4 v 2
    Effect: 1
    System: Moderate chance of allowing the target to take an extra turn immediately.
    Requires Haste 2, Reflect

    Demi
    Damages 1/4 the target's current HP.
    JP: 250
    MP: 42
    Speed: 10
    Range: 4 v 1
    Effect: 1
    System: Moderate chance of dealing damage equal to 1/4 of the target's current HP.

    Demi 2
    Damages 1/2 the target's current HP.
    JP: 550
    MP: 72
    Speed: 20
    Range: 4 v 3
    Effect: 1
    System: Moderately low chance of dealing damage equal to 1/2 of the target's current HP.
    Requires Demi

    Meteor
    Massive non-elemental attack.
    JP: 800
    MP: 102
    Speed: 25
    Range: 5 v 3
    Effect: 3 v MAX
    System: Deals high non-elemental damage to all targets within effect.
    Requires Stop, Demi 2, Quick

    -----------
    Reaction Abilities
    -----------

    Critical Quick
    Casts Quick on the Time Mage when near death.
    System: Moderate chance of immediately taking an extra turn when reduced to critical HP.
    JP: 770
    Requires Quick


    ----------
    Support Abilities
    ----------

    Short Charge
    All CTs for spells are 1/2 their normal time.
    JP: 750
    System: What it says.
    Requires Haste 2

    -------------
    Movement
    -------------

    Teleport
    Able to teleport through obstacles, height differences, units, etc.
    JP: 700
    System: Pick a place to move to. Chance of success is 100% within your Move and Jump range and decreases 10% per extra hex you move and 5% for every extra point of Height you move. Failure means you don't move at all. In plots, moving to places you can't directly see may be somewhat imprecise and have some penalty to success. Use with caution. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    Requires Warp Zone, Auto-Float, Demi 2

    Auto-Float
    You float 1H above the ground. This has the same effect as the Float status. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 250
    System: What it says.
    Requires Float
    Red Mage

    A Mage that is a jack of all trades and a master of none, the Red Mage combines low and mid-level White and Black Magic, with a few spells from Yin Yang and Time Magic by drawing upon multiple magical energies. Because there is no focus in any magical discipline, the Red Mage is not as powerful as a pure Mage, but they are still nothing to be scoffed at. Due to their versatility, they are great for filling in two pairs of shoes at once: one minute, they could be healing allies, the next they could be casting fireballs at enemies.

    Class Notes: The Auras and Antipode are not reflectable - the other spells are. All Red Mage spells are slightly less effective than their equivalents in other classes.

    -------------
    Red Magic:
    -------------

    Fire
    A common man's fire spell. Occasionally used for setting enemies on fire. Less often used for setting friends on fire.
    JP: 50
    MP: 18
    Speed: 5
    Range: 4 v 2
    Effect: 2 v 1
    System: Deals low fire damage to all within effect.

    Ice
    When refrigeration goes wrong, Ice 1 comes to save the day. Summons a small group of icicles to fling at enemies' heads.
    JP: 50
    MP: 18
    Speed: 5
    Range: 4 v 2
    Effect: 2 v 1
    System: Deals low ice damage to all within effect.

    Bolt
    Effect also duplicated by shuffling your feet on carpet quickly and then touching someone. Weak lightning bolts come out of the sky and hit the enemies.
    JP: 50
    MP: 18
    Speed: 5
    Range: 4 v 2
    Effect: 2 v 1
    System: Deals low electricity damage to all within effect.

    Fire 2
    A spiral of flame comes up from the ground, circling enemies as it inflicts heavy fire damage.
    JP: 350
    MP: 34
    Speed: 10
    Range: 4 v 2
    Effect: 2 v 2
    System: Deals moderate fire damage to all within effect.
    Requires Fire, or Ice 2 + Bolt 2

    Ice 2
    Multiple ice crystals crash onto each enemy, shattering on them with considerable force.
    JP: 350
    MP: 34
    Speed: 10
    Range: 4 v 2
    Effect: 2 v 2
    System: Deals moderate ice damage to all within effect.
    Requires Ice, or Fire 2 + Bolt 2

    Bolt 2
    Fork lightning blasts down from the sky and into the enemy units, shocking them through their metal armor.
    JP: 350
    MP: 34
    Speed: 10
    Range: 4 v 2
    Effect: 2 v 2
    System: Deals moderate elecricity damage to all within effect.
    Requires either Bolt , or Fire 2 + Ice 2

    Cure
    Calling upon holy energies, a soothing breeze materalizes and mends light wounds.
    JP: 70
    MP: 18
    Speed: 5
    Range: 4 v 1
    Effect: 2 v 1
    System: Lightly heals all within effect.

    Cure 2
    Calling upon holy energies, a healing breeze materalizes and heals wounds.
    JP: 220
    MP: 34
    Speed: 10
    Range: 4 v 1
    Effect: 2 v 1
    System: Moderately heals all within effect.
    Requires Cure

    Protect
    Calling upon mystical energies from above, an invisible shield envelops allies that softens physical blows.
    JP: 270
    MP: 32
    Speed: 15
    Range: 3 v 0
    Effect: 2 v 0
    System: Moderately high chance of adding Protect to all within effect.
    Requires Cure

    Shell
    Calling upon mystical energies from above, an invisible bubble envelops allies, softening magic they may be hit with (NOT including healing magic).
    JP: 270
    MP: 32
    Speed: 15
    Range: 3 v 0
    Effect: 2 v 0
    System: Moderately high chance of adding Shell to all within effect.
    Requires Cure

    Esuna
    Calling upon pure energies, a halo of light encircles an ally and shrouds them with a soft, cleansing warmth. When the light disperses, most every abnormal status effect will be cured.
    JP: 280
    MP: 30
    Speed: 10
    Range: 3 v 2
    Effect: 2 v 2
    System: Very high chance to cancel Poison, Petrify, Blind, Confusion, Silence, Berserk, Frog, Sleep, Don't Move, and Don't Act on all within effect.
    Requires Cure

    Raise
    Praying directly to Friend Computer to return the souls of the fallen, an ally is restored to bare minimum fighting capacity.
    JP: 400
    MP: 32
    Speed: 25
    Range: 4 v 2
    Effect: 1
    System: Moderately high chance of raising a KOed ally to 1/8th their maximum HP.
    Requires Cure 2

    Haste
    The Time Mage manipulates the fabric of time to command a single ally to move more quickly.
    JP: 150
    MP: 28
    Speed: 5
    Range: 3 v 3
    Effect: 2 v 1
    System: High chance of adding Haste to all within effect.

    Slow
    The Time Mage manipulates the fabric of time to bring a single foe to a crawl.
    JP: 150
    MP: 28
    Speed: 5
    Range: 3 v 3
    Effect: 2 v 1
    System: High chance of adding Slow to all within effect.

    Blind
    The Oracle uses broad gestures and a slip of paper with an ancient incantation to blind his foes.
    JP: 100
    MP: 18
    Speed: 5
    Range: 4 v 1
    Effect: 2
    System: High chance of inflicting Blind on all within effect.

    Sleep
    With soft words, and a thick, white powder, the Oracle puts his enemies to sleep.
    JP: 300
    MP: 52
    Speed: 15
    Range: 4 v 1
    Effect: 2
    System: Moderately low chance of inflicting Sleep on all within effect.
    Requires Blind

    Power Aura
    Raise PA of caster and surrounding allies (within a 1-hex radius) by 2. Does not stack with itself.
    JP: 770
    MP: 60
    Speed: 30
    Range: Auto
    Effect: 2 v 3
    System: Moderate chance of doing exactly what it says.
    Requires Cure 2, Protect, Esuna

    Magical Aura
    Raise MA of caster and surrounding allies (within a 1-hex radius) by 2. Does not stack with itself.
    JP: 770
    MP: 60
    Speed: 30
    Range: Auto
    Effect: 2 v 3
    System: Moderate chance of doing exactly what it says.
    Requires Cure 2, Shell, Raise

    Antipode
    Through immense concentration and varied knowledge, the Red Mage reverses elemental dichotomization to create a magical concussive force.
    Fire-and-Ice Elemental (Effect: Nuclear Elemental)
    JP: 800
    MP: 108
    Speed: 25
    Range: 4 v 4
    Effect: 2 v 4
    System: Does high Nuclear damage.
    Requires Fire 2, Ice 2, Power Aura, Magic Aura

    --------------------
    Reaction Abilities
    --------------------

    Improv Counter: Attack
    Automatically counter with a random attack spell from the Red Mage repertoire known to the Red Mage
    JP: 510
    System: Moderate chance of using a random Bad Status/Damage spell known to the Red Mage when damaged. The chance of this activating is modified by the amount of abilities you know, with less reducing it and more increasing it. Antipode is prohibited from firing due to this ability. It does not consume MP.
    Requires Haste, Bolt 2

    Improv Counter: Assist
    Automatically counter by random assistance spell from the Red Mage repertoire known to the Red Mage, on the Red Mage, not the enemy. (That'd be silly.)
    System: Moderate chance of using a random Support/Healing spell known to the Red Mage when damaged. Does not consume MP.
    JP: 510
    Trigger: HP Damage
    Requires Slow, Bolt 2

    -------------------
    Support Abilities
    -------------------

    None

    ---------------------
    Movement Abilities
    ---------------------

    Move/Jump +1
    Movement and Jump ability are increased by 1. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    JP: 600
    System: Does what it says
    Requires Haste, Slow
    Last edited by Xiong Su; 10-03-2010 at 02:41 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

  15. #15
    Join Date
    Jan 2006
    Location
    Heavenly Winds, Carry us to the fountain of power! Kairo!
    Posts
    2,553

    Default

    Blue Mage

    Perhaps the oddest of the mage class, the Blue Mage is not a Mage in the traditional sense. Instead of drawing upon elemental forces or spirits, Blue Mages draw upon the magical energies inherent within every human being, and use those energies to mimic what they learn from monsters they encounter in conjunction with the Peep ability. While somewhat useless at first, once a good repertoire of skills is acquired, the Blue Mage can actually hold their own against just about any other magic class.

    Class Notes: If you intend to take Blue Mage, you should probably include in your officer information, next to XP/JP gains from skirmishes, monster abilities you were hit with or succesfully Peeped in that skirmish. It will make confirming ability purchases much easier.

    Class Notes: If there is no "Reflectable:" field for an ability, assume it is not reflectable. Also, standard Blue Mage physical damage means 110% physical damage.


    --------------
    Blue Magic
    --------------

    Peep
    The Blue Mage carefully observes a monster, determining their elemental weakness as well as the essences of their ability. It goes into effect as soon as the Blue Mage begins charging it and lasts for the standard status duration (the duration is keyed off the Blue Mage's CT and the round it is started does not count against it, so if their CT was 70 it would expire at 280). Any monster ability used may be added to a Blue Mage's list of spells they can learn. They also get a chance to add the monster's Movement, Inherent, or Counter, if one exists, to their list of learnable skills.
    JP: 50
    Range: 8 v 6
    Effect: 1
    Speed: Max (Blue Mage is "charging" until their next turn, which occurs at the normal time.)

    Learn C Class Ability
    The Blue Mage learns a C Class monster ability they have already been hit with. The use of this is not automatic; once you have been hit with a monster attack, you may later buy it with this. You don't need open slots.
    JP: 100

    Learn B Class Ability
    As above, but with a B Class ability.
    JP: 500
    Requires five learned Class C Abilities

    Learn A Class Ability
    As above, but with an A Class ability.
    JP: 1000
    Requires four learned Class B Abilities, and two of: Learned Monster Support, Learned Monster Reaction, Learned Monster Movement

    Learn Monster Support
    Learn a Monster Support ability that was successfully "Peeped".
    JP: 650
    Requires two learned Class B Abilities

    Learn Monster Reaction
    Learn a Monster Reaction ability that was successfully "Peeped".
    JP: 650
    Requires two learned Class B Abilities

    Learn Monster Movement
    Learn a Monster Movement ability that was successfully "Peeped". Warning: If you encounter a Disco Demon, you may not learn their Moonwalk ability.
    JP: 650
    Requires two learned Class B Abilities

    -----------------------------------------------------------------------------

    [Chocobos]

    Choco Attack (C)
    A rushing attack meant to strike quickly, and past enemy defenses.
    Range/Effect: As Melee Weapon
    MP: 5
    Speed: Now
    System: Standard BlueM Physical.

    Choco Cure (C)
    Releasing waves of natural energy, the Blue Mage heals nearby allies and enemies alike.
    MP: 14
    Range: Auto
    Effect: 2v2
    Speed: Now
    System: Light healing on all within effect.

    Choco Esuna (C)
    A variation of Choco Cure, Choco Esuna focuses on trying to purify the body of toxins, rather then restoring health.
    MP: 20
    Rang: Auto
    Effect: 2v2
    Speed: 10
    System: High chance of removing Petrify, Blind, Silence, Poison, Stop, Don't Move, Don't Act from all within effect.

    Choco Ball (B)
    Firing out several balls of energy, the Blue Mage strikes the enemy from afar. The butt of many jokes.
    MP: 20
    Range: 4v3
    Effect: 1
    Speed: 8
    System: Moderately light non-elemental damage against target.

    Choco Meteor (A)
    Focusing within on the Fat Chocobo, the user summons a giant flaming meteor of something from the sky to fall on an enemy.
    MP: 46
    Range: 5 v Max
    Effect: 1
    Speed: 12
    System: Heavy non-elemental damage against target.

    [Goblins]

    Tackle (C)
    The Blue Mage leaps on the enemy. No, this isn't a love tap.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical.

    Eye Gouge (C)
    A cheap shot to the eyes often proves effective in blinding the enemy for a moment.
    MP: 6
    Range: 1 v 2
    Effect: 1
    Speed: Now
    System: Moderate chance of Blinding the target.

    Turn Punch (C)
    A spinning strike flailing with a weapon, the Turn Punch is an effetive way for a Blue Mage to gain breathing space.
    MP: 12
    Range: Auto
    Effect: 2 v 1
    Speed: Now
    System: Deals normal physical damage against all within effect.

    Goblin Punch (B)
    With a burst of desperate effort, the Blue Mage attempts to even the odds between themselves and the enemy, repaying the damage taken.
    MP: 22
    Range: 1 v 1
    Speed: 5
    System: Physical attack deals damage equal to (110 + ((BlueMageMaxHP% - BlueMageCurrentHP%)/2))%. So, if the Blue Mage is at 20% maximum health, the attack hits for 150% damage.

    Mutilate (A)
    A lethal attack in the hands of the right user, this attack rends the opponent limb from limb and even sometimes absorbs a large deal of the damage inflicted from the assault.
    MP: 36
    Range: As Weapon (v 0)
    Effect: 1
    Speed: 8
    System: Deals 130% physical damage. 50% chance of absorbing 3/4 of damage dealt as HP.

    [Bombs]

    Bite (C)
    Make an appointment with dentist before using this attack.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Flame Attack (C)
    The Blue Mage transmutes into a burning flame, dealing damage to herself as well as all surrounding him.
    MP: 12
    Range: Auto
    Effect: 3v1
    Elemental: Fire
    Speed: 8
    Reflectable: No
    System: Deals light fire damage to all within the effect area, including the BlueM.

    Small Bomb (B)
    A miniature Grenade is called over from another world, then unceremoniously hurled at someone. It destructs in rage and fire-elemental damage.
    MP: 16
    Range: 1 v 0
    Elemental: Fire
    Speed: 10
    Reflectable: No
    System: Deals moderate Fire damage to the target.

    Self-Destruct (A)
    A truly suicidal attack, the caster explodes, turning into messy chunks and dealing damage in inverse proportion to the amount of stamina they have remaining in a wide radius.
    MP: 60
    Add: Oil
    Range: Auto
    Effect: 3v3
    Elemental: Fire
    Speed: Now
    System: One use per skirmish. Automatically KOs self, deals very heavy damage to all within radius.

    Auto-Float (Movement)
    You're floating. At least you don't have to jump over puddles. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    Add: Float

    [Cats]

    Scratch (C)
    Females do better with this, or very effeminate men.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Cat Kick (C)
    Laying down on your back, the Blue Mage will start kicking at the enemy haphazardly,
    MP: 5
    Range: As Melee Weapon, v 0
    Effect: 1
    Speed: Now
    System: Deals 80-130% physical damage.

    Poison Nail (C)
    Also an effecive skill by females, some kinds of nail polish may already grant this skill.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: 6
    System: Moderately high chance of inflicting Poison. Evaded as physical attack.

    Blaster (B)
    An attack which summons energy from beyond to fling at an enemy, changing the substance of their being for a short while.
    MP: 35
    Range: 3 v 4
    Effect: 1
    Speed: 14
    Reflectable: Yes
    System: Low chance of adding either Petrify or Stop.

    Blood Suck (A)
    The Blue mage literally feeds from the enemy, draining their will along with their life energy, sometimes turning them into mindless monster;
    MP: 40
    Range: 1 v 0
    Effect: 1
    Speed: 18
    System: Physical attack at 75%; Drains 80% of damage dealt.

    [Pisco Demons/Disco Demons]

    Tentacle (C)
    May have unusual side effects on female targets.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Black Ink (C)
    Squirting a jet of dark ink towards the face, the Blue Mage blinds her targets.
    MP: 5
    Range: 2 v 3
    Effect: 1
    Speed: 2
    System: Very high chance of inflicting Blind on the target.

    Odd Soundwave (B)
    The resonance of this attack rids the surrounding area of many beneficial statuses.
    MP: 22
    Range: Auto
    Effect: 3v1
    Speed: 7
    Reflectable: No
    System: Moderately high chance of removing Float, Reraise, Transparent, Regen, Protect, Shell, Haste, Reflect from all within the effect.

    Mind Blast (A)
    Using psychokinetic powers, the Blue Mage drives all undesired residents of a specified area insane.
    MP: 40
    Range: 3 v 2
    Effect: 2 v 1
    Speed: 15
    Reflectable: No
    System: Moderately low chance of inflicting either Confuse or Berserk on all enemies within effect.

    Mind Block (Support)
    The Blue Mage learns how to isolate their mind from undesired outside influences.
    System: Immune to Confusion, Berserk, Sleep

    [Skeletons]

    Knife Hand (C)
    You could just hold a dagger instead.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Thunder Soul (C)
    Either static electricity, or heat lightning.
    MP: 18
    Range: 3 (Line of Sight)
    Effect: 1
    Speed: 5
    Reflectable: No
    System: Deals moderately low electricity damage to a target.

    Aqua Soul (C)
    Are you sure this isn't a water baloon?
    MP: 18
    Range: 3 (Line of Sight)
    Effect: 1
    Speed: 5
    Reflectable: No
    System: Deals moderately low water damage to a target.

    Ice Soul (C)
    An attack that is simply frigid.
    MP: 18
    Range: 3 (Line of Sight)
    Effect: 1
    Speed: 5
    Reflectable: No
    System: Deals moderately low ice damage to a target.

    Blood Moon (A)
    Because from driving people mad to killing them for subconsciously wanting to die, the moon tends to do freaky things. Just go with it, OK?
    MP: 60
    Range: Auto
    Effect: 4v5
    Speed: 20
    Add: Zombie. If a target is already Zombie'd or Undead, moderately heals them instead.

    Reincarnation of the Living Dead (Support)
    The Blue Mage almost literally becomes one of the undead, and simply refuses to stay down until they are in many seperate pieces.
    System: When KO'd, after at least three rounds, the Blue Mage has a chance to return to combat with 1/3 of maximum HP. If actually killed, the Blue Mage will have one chance to possibly shrug even that off.

    [Ghouls]

    Throw Spirit (C)
    The Blue Mage turns their soul into a paranormal projectile, throwing it at the enemy.
    MP: 5
    Range: 3 v 1
    Effect: 1
    Speed: 4
    System: Deals 95% normal physical damage.

    Sleep Touch (C)
    The Blue Mage attempts to put the enemy to sleep by altering the enemy's spirit with a touch.
    MP: 25
    Range: As Melee Weapon
    Effect: 1
    Speed: 6
    System: Moderate chance of inflicting Sleep on the target.

    Grease Touch (C)
    A handy way to get lubricant, and also a favorite of pyromaniacs.
    MP: 8
    Range: As Melee Weapon
    Effect: 1
    Speed: 4
    System: Moderate chance of inflicting Oil on the target.

    Zombie Touch (B)
    The Blue mage inverts the target's spirit, turning them into a member of the walking dead against their will.
    MP: 20
    Range: As Melee Weapon
    Effect: 1
    Speed: 12
    System: Moderately low chance of inflicting Zombie on the target.

    Drain Touch (A)
    A foul trick in the Blue Mage's arsenal, the Blue Mage drains a set portion of the target's life force, regardless of any barriers involved.
    MP: 30
    Range: As Melee Weapon
    Effect: 1
    Speed: 16
    System: Low chance of draining 1/3 of the target's MaxHP and healing the amount drained.

    Apparition (Counter)
    The Blue Mage has a spirit replica of himself, that sometimes fools the enemy into striking it in physical combat, resulting in no damage to the blue mage.
    System: Triggers against physical attacks, and has a low chance of evading them.

    [Ahrihams]

    Wing Attack (C)
    The Blue Mage sideswipes the target. No, your insurance won't cover this.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Look of Fright (C)
    A look designed to strike fear into the most hardened of warriors, it can even leave lasting effects on a person.
    MP: 18
    Range: 3 v 3 (Requires LoS)
    Effect: 1
    Speed: 10
    System: Moderate chance of inflicting -10 Brave on a target. Low chance of -2 permanent Brave loss.

    Look of Devil (C)
    A gaze that was once mimiced from a demon from the lowest circles of hell, known as the Apanda. This attack is known to even sometimes remove enemies from combat with a glance.
    MP: 28
    Range: 3 v 3 (Requires LoS)
    Effect: 1
    Speed: 10
    System: Low chance of adding one of: Petrify, Stop, Don't Act, Silence, Blind.

    Death Sentence (B)
    The caw of the bird seals the fate of any who hear it's cry; afterwards, their spirit soon leaves their body, and they collapse.
    MP: 32
    Range: 3 v 3 (Requires LoS)
    Effect: 1
    Speed: 20
    System: Low chance of inflicting Death Sentence.

    Circle (A)
    An odd technique among those practiced by Ahrihams, it involves diluting the magical force of a target from afar with a concentration of your own. Multiple uses of his attack have been known to render the strongest mages helpless.
    MP: 22
    Range: 4 v 3
    Effect: 1
    Speed: 12
    Reflectable: No
    System: Moderately high chance of inflicting -2 MA for 5 turns; can stack on itself and other abilities to a maximum of 50% of the target's MA.

    [Cockatrices]

    Scratch Up (C)
    If you don't have any nails, this is going to be a lot harder.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Feather Bomb (C)
    Not a valid replacement for gunpowder, and using this ability on Angels may result in a lot of aggro.
    MP: 14
    Range: 3 v 2
    Effect: 1
    Speed: 6
    System: 95% normal physical damage.

    Beaking (B)
    An attack directed at the arms of a human, or certain muscles of monsters, which reduce their physical abilities to fight.
    MP: 22
    Range: As Melee Weapon
    Effect: 1
    Speed: 8
    System: Moderate chance of inflicting -2 PA on a target for 5 turns. Can stack on itself and other abilities to a maximum of 1/2 the target's PA.

    Beak (A)
    The most feared attack of Cockatrices, it is one of the few abilities which can boast of a chance of immediately destroying an opponent's ability to fight.
    MP: 38
    Range: 1 v 0
    Effect: 1
    Speed: Now
    System: Low chance of inflicting Petrify on the target.
    [Uribo]

    Straight Dash (C)
    The Blue Mage runs straight into their enemy. Not recommended against walls.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Nose Breath (C)
    It's like a sneeze, but sexy.
    MP: 48
    Range: 1v1
    Effect: 1
    Speed: 10
    Add: Charm
    Reflectable: No
    System: Low chance of inflicting Charm on the target.

    Pooh (C)
    The Blue mage makes some kind of sickeningly adorable noise. Somehow, this puts people to sleep.
    MP: 30
    Range: 3v1
    Effect: 1
    Speed: 8
    System: High chance of inflicting Sleep on the target.

    Oink (B)
    We won't ask why bleating like a pig can raise the fallen.
    MP: 36
    Range: 1v1
    Effect: 1
    Speed: 15
    System: Moderate chance of canceling KO, restoring 1/4 MaxHP.

    Please Eat (Not learnable by Blue Mages)
    This isn't the ability you're looking for, unless you're a sicko. And even then, you can't have it. Move along, move along.

    [Dryads]

    Leaf Dance (C)
    When raking just doesn't cut it... Dancing?
    MP: 5
    Range: Auto
    Effect: 2 v (0 upwards, 1 downwards)
    Speed: 4
    System: Deals normal physical damage to all within effect.

    Protect Spirit (C)
    It really explains itself, doesn't it?
    MP: 32
    Range: Auto
    Effect: 2v0
    Speed: 10
    System: Moderate chance of adding Protect to all within effect.

    Clam Spirit (C)
    Clam. Shell. Get it? Hehehe.
    MP: 32
    Range: Auto
    Effect: 2v0
    Speed: 10
    System: Moderate chance of adding Shell to all within effect.

    Spirit of Life (B)
    Like many of the other Spirit invocations of the dryads, this spell summons a nature spirit that heals damage. But that's about it.
    MP: 32
    Range: Auto
    Effect: 2v0
    Speed: 12
    System: Moderately heals all within effect.

    Magic Spirit (A)
    This restores MP. How many spells can boast THAT?
    MP: 60
    Range: Auto
    Effect: 2v0
    Speed: 12
    System: Restores a small amount of MP to all within effect; does not restore caster's MP.

    Feral Call [Counter]
    Get hit, gain PA and MA! Pretty handy, no?
    System: Low chance of gaining +1 MA and +1 PA upon taking damage.

    [Bull Demons]

    Shake Off (C)
    Shake it, baby.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Wave Around (C)
    It's twist and shout. You twist all around, they shout in pain.
    MP: 16
    Range: Auto
    Effect: 2v1
    Speed: Now
    System: Deals 100% physical damage to all within effect.

    Mimic Titan (C)
    The Blue Mage can smash the ground and make waves. Worms don't really like them for that.
    MP: 22
    Range: Auto
    Effect: 3v1
    Speed: 5
    System: Deals 75% physical damage to all within effect.

    Gather Power (B)
    It will pump you up! One use per skirmish.
    MP: 30
    Range: Auto
    Effect: Self
    Speed: 8
    PA +2 for 5 turns.

    Blow Fire (A)
    Not just a circus trick, this little number allows you to breathe fire.
    MP: 40
    Range: 2v2 (Linear)
    Effect: 1
    Speed: 12
    System: Deals moderately high fire damage to target.

    Trample (Movement)
    You can go right through people. You and they both take 5% CurrentHP damage when you do.

    [Morbols]

    Tentacle (C)
    May still have unusual side effects on female targets.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now

    Lick (C)
    The Blue Mage gives out a vigorous tongue-lashing, which somehow grants their victim the ability to deflect magic. Some things are better left unexplained.
    MP: 30
    Range: 1
    Effect: 1
    Speed: 10
    Add: Reflect (Moderately Low chance)

    Goo (C)
    The Blue Mage can expel sticky goo that keeps people from moving. We won't ask much more than that.
    MP: 20
    Range: 3v1
    Effect: 1
    Speed: 8
    Add: Don't Move (Moderately High Chance)

    Tentacle Bondage (B)
    The rest of this monster's abilities are pretty disturbing, so we figure this can't be any worse.
    MP: 28
    Range: As Melee Weapon
    Effect: 1
    System: Attacks at +10 Accuracy. The target takes 25% physical attack damage on each of the Blue Mage's turns until either four turns elapsed, or the target breaks the bind (The check is another to-hit check). The bound target can only attack the Blue Mage with physical attacks or abilities while bound, and the Blue Mage can only maintain the hold. While bound, both the target and the Blue Mage suffer a 10% evade penalty.

    Bad Breath (A)
    Breathmint?
    MP: 60
    Range: Auto
    Effect: 2-hex cone forward (hex adjacent to user, the hex bordering that and opposite the BlueM, and the 2 hexes adjacent to both of those)
    Speed: 25
    Reflectable: No
    System: Low chance of inflicting each of the following (roll seprately): Stop, Sleep, Petrify, Poison, Silence, Frog.

    Tentacle Constrict (Counter)
    System: Triggers on an attack on the Blue Mage from an adjacent hex; moderate chance of inflicting either Don't Move or Don't Act.

    [Behemoths]

    Stab Up (C)
    Attempting this might look strange if you're too tall.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Sudden Cry (C)
    The Blue Mage gains the ability to scream so loud as to be painful, possibly fatal.
    MP: 24
    Range: 1 v 0
    Effect: 1
    Speed: 8
    System: 80% physical damage, low chance of inflicting Death Sentence, -10 Accuracy.

    Hurricane (B)
    This can cut their HP into fractions with the wind! Yay?
    MP: 48
    Range: 4v2
    Effect: 1
    CT: 18
    Reflectable: Yes
    System: Low chance of dealing wind damage equal to 1/3 of the target's current HP.

    Ulmaguest (B)
    Almagest, Ulmaguest. Does it matter? Either one will deal more damage the lower your HP gets.
    MP: 44
    Range: 4v0
    Effect: 3v1
    CT: 24
    Reflectable: No
    System: Moderate chance of dealing variable but potentially high damage to an enemy, based on current HP%; the lower, the better. User takes 10% of damage dealt if successful.

    Giga Flare (A)
    Who needs a nuclear warhead when you can have blue magic?
    MP: 96
    Range: 4v2
    Effect: 2v1
    CT: 30
    Reflectable: No
    System: Deals heavy Nuclear damage to all within effect.

    [Dragons]

    Dash (C)
    Warning: May cause cranial trauma.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Tail Swing (C)
    Swinging tails look pretty nice, yes... With this attack, you might even be able to blow them away after beating them senseless!
    MP: 8
    Range: As Melee Weapon
    Effect: 1
    Speed: 4
    System: 95% physical damage, moderate chance of knockback

    Ice Breath (B)
    A lot more effective than throwing icecubes at people.
    MP: 36
    Range: 2v2 (Linear)
    Effect: 1
    Speed: 20
    System: Deals moderate Ice damage.

    Fire Breath (B)
    You breathe fire with this. Peppers help.
    MP: 36
    Range: 2v2 (Linear)
    Effect: 1
    Speed: 20
    System: Deals moderate Fire damage.

    Thunder Breath (B)
    It's like a thunderstorm in your mouth!
    MP: 36
    Range: 2v2 (Linear)
    Effect: 1
    Speed: 20
    System: Deals moderate Electricity damage.

    Flare Breath (A)
    Powerful dragons don't care so much about the distinction between elements. They just breathe destruction, hopefully not in your direction.
    MP: 72
    Range: 2v2 (Linear)
    Effect: 1
    Speed: 20
    System: Deals moderately high non-elemental damage.

    [Hydras]

    Triple Attack (C)
    One's okay, two's for ninjas, and three kills.
    MP: 12
    Range: As Melee Weapon
    Effect: 1v1 (3 Directions - Front, front-left, front-right)
    CT: Now
    System: Normal physical attack in the 3 hexes indicated.

    Triple Breath (C)
    The Blue Mage exhales a breath that cuts away a sixth of their foe's HP. Obviously too strong for a mere mint.
    MP: 48
    Range: 2v2 (Directional)
    Effect: 2v2 (3 Directions - Front, front-left, front-right)
    Speed: 20
    System: Moderately low chance of dealing 1/6th of target's current HP in damage to all victims.

    Triple Flame (B)
    Three fires in the brush are worth 9 in the hand. Or something.
    MP: 58
    Range: 4v1
    Effect: 2v3 (3 random hits in area)
    Speed: 20
    Reflectable: Yes
    System: Deals moderate Fire damage. If a target is hit more than once in one use of this, the second hit is at 50% damage and the 3rd is at 25%.

    Triple Thunder (B)
    Lightning strikes thrice. Maybe.
    MP: 58
    Range: 4v1
    Effect: 2v3 (3 random hits in area)
    Speed: 20
    Reflectable: Yes
    System: Deals moderate Electricity damage. If a target is hit more than once in one use of this, the second hit is at 50% damage and the 3rd is at 25%.

    Dark Whisper (A)
    The Blue Mage whispers something to their enemy that tortures their souls, and maybe makes them want to sleep and never wake up again. Probably not "Sweet Nothings".
    MP: 100
    Range: 4v3
    Effect: 2v2
    Speed: 35
    Reflectable: No
    System: Deals moderately high non-elemental damage. Low chance of inflicting Sleep.

    [Tonberries]

    Lateral Slash (C)
    Left-to-right, like a cut to the throat. Hard to dodge after that.
    MP: 10
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: As normal physical attack, inflicts -10 EV on the target; doesn't stack. Standard status duration.

    Vertical Slash (C)
    Up-and-down, cuts into the eye and the torso. Hard to see after that.
    MP: 10
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: As normal physical attack, inflicts -10 Accuracy on the target; doesn't stack. Standard status duration.

    Sigh (Class B - Status)
    A long sigh filled with powerful emotions, that gives your preternatural protection from harm. Like raising an angst-shield.
    MP: 18
    Range: Auto
    Effect: Self
    Speed: 15
    System: Grants self +20 EV; doesn't stack with other abilities. Standard status duration.

    Chef's Knife (A)
    The Blue Mage conjures up the ultimate shanking instrument, and strikes. Really strong normally, and has a very small chance of doing a very, very high amount of damage.
    MP: 44
    Range: As Melee Weapon
    Effect: 1
    Speed: 16
    System: Physical attack at -15 Accuracy, does 150% damage. Very small chance of doing 300% damage instead.

    Counter (Reaction)
    Get hit, hit back. Yawwwn.
    [Cactuars]

    Nature's Will (C)
    Natures will for the hardy to survive, no matter the consequences!
    Add: Protect
    MP: 32
    Range: 1v1 / Effect 1
    Speed: 8
    System: High chance of adding Protect to the target.

    50 Needles (C)
    Fire a perfectly-counted barrage of 50 needles.
    MP: 25
    Range: 3v2
    Effect: 1
    Speed: Now
    System: Ranged Physical, deals 90% Damage

    Needle Storm (C)
    This number whips up a random storm of needles in front of, around, and a little behind the Blue Mage.
    MP: 32
    Range: Auto
    Effect: 3 (Does not harm caster)
    Speed: 5
    System: Deals 70% Physical damage to all within effect, except the caster.

    100 Needles (B)
    Now with 100% more needles.
    MP: 50
    Range: 3v2
    Effect: 1
    Speed: Now
    System: Ranged Physical, deals 110% Damage

    200 Needles (A)
    Special deluxe, 200-count package.
    MP: 75
    Range: 3v2
    Effect: 1
    Speed: Now
    System: Ranged Physical, deals 110% Damage and has a low chance to deal damage equal to 25% of target's remaining HP. (25% reduction takes place second)

    Photosynthesis (Support)
    Heals 5% of MaxHP each turn.

    Pincushion (Counter)
    This can hurt people based on a bit of how hard they hit you. Makes you look a bit prickly, though.
    System: Deals back 50% of damage you take in melee.

    [Gigas Giants]

    Toss (C)
    Reach out and touch somebody, they say. Then hurl them at your enemies. Or a wall. The second range is the range for grabbing an enemy, the first range is the distance they can be thrown. Tossed enemies end up either on the target spot if it's empty, or adjacent to the target on the side closest to the Tosser.
    MP: 12
    Range: 3v2 (Range to grab: 1v2) (The height tolerance for the Toss is the maximum highest)
    Effect: 1
    Speed: Now
    System: Deals 70% normal physical damage to grabbed target and anyone they get thrown into.

    Arm Lock (C)
    Grapple somebody's arms and do nasty violent things to them with this ability.
    MP: 22
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Deals 60% normal physical damage, moderately low chance of inflicting Don't Act.

    Leg Lock (C)
    A little more powerful than an Arm Lock, but maybe a bit less useful.
    MP: 18
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Deals 75% physical damage, moderately low chance of inflicting Don't Move.

    Piledriver (B)
    A big smashing throw-hit-thingy. If you're lucky, you might delay someone.
    MP: 24
    Add: -30 CT on Critical
    Range: As Melee Weapon
    Effect: 1
    Speed: 5
    System: Deals 115% physical damage. Low chance of adding 30 CT to the target.

    Skull Crush (A)
    Even more powerful!
    MP: 40
    Range: As Melee Weapon
    Effect: 1
    Speed: 10
    System: -20 Accuracy, Deals 140% Physical damage, moderate chance of landing a critical hit.

    Counter (Counter)
    See Monk. Yawwwwwn.

    [Portal Guardians]

    Cleave (C)
    Useful on meat living and dead. A slow move, but pretty strong.
    MP: 8
    Range: As Melee Weapon
    Effect: 1
    Speed: 2
    System: Deals 130% normal physical damage. +25 CT to caster after use.

    Unholy Shield (C)
    Don't worry, not-God will save you!
    MP: 46
    Add: Protect and Shell
    Range: 4v2
    Effect: 1
    Speed: 8
    System: High chance to add Protect and Shell to the target.

    Lucifer's Black Wall (B)
    A gift from your best buddy Lucifer. Who said he never did anything helpful?
    MP: 72
    Add: Protect 2 and Shell 2
    Range: 4v2
    Effect: 1
    Speed: 30
    System: Moderately high chance to add Protect2 and Shell2 to the target.

    Portal Summoning (A)
    The Blue Mage can hack the demonic system and pull a monster from out of thin air to help them.
    MP: 54
    Speed: 15
    System: Always works. Limit 1 monster at a time, and the monster is at half the Blue Mage's level.

    Cover (Support)
    At the beginning of the battle, the Blue Mage designates one ally to Cover. In battle, when adjacent to the designated ally, the Blue Mage stands a chance of intercepting an attack aimed at the designated ally.
    System: Moderate chance of intercepting attacks aimed at the covered ally when adjacent to them. You can switch covered ally in tactics.

    [Gastro Demons]

    Projectile Vomit (C)
    Demonic possession not included. Void where prohibited.
    MP: 8
    Range: 5v2
    Effect: 1
    Speed: 2
    System: Deals light non-elemental damage.

    Flatulence (C)
    To be completely on-the-level... you let one loose. A really nasty one. Bad enough to hurt, maybe even ill.
    MP: 32
    Range: Auto
    Effect: 3v2 (Does not Harm Caster)
    Speed: 6
    System: Deals light non-elemental damage, low chance to inflict Blind or Poison (rolled separately).

    Sludge Puddle (B)
    The Blue Mage projects a large volume of sludge that turns the ground where it hits into a toxic puddle that it hurts to walk on.
    MP: 22
    Range: 5v3
    Effect: 1
    Speed: 8
    System: Pick a hex. For 5 rounds, anyone walking on it gets poisoned. In the case of targeting a hex someone's in, they only get hit if they end their next turn in it.

    Noxious Gas (A)
    It's like Bad Breath with half the calories.
    MP: 52
    Range: 4v2
    Effect: 1
    Speed: 10
    System: Moderate chances to inflict Blind, Poison; low chances to inflict Don't Act, Don't Move, and Sleep.

    Pollution (Reaction)
    Y'know, you could bathe... some time this millennium.
    Range: 1v2 / 1
    System: In response to damage inflicted by someone in an adjacent hex, moderate chance of poisoning them.

    [Harpies]

    Air Razor (C)
    Because sometimes it's too much of hassle to get NEAR someone to cut them.
    MP: 8
    Range: 4v3
    Effect: 1
    Speed: Now
    System: 90% normal physical damage, is Wind elemental.

    Airborne Slash (C)
    It's, like, a bird-slap or something.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: 5
    System: As normal BlueM Physical

    Harass (B)
    If you're annoying enough, they can't do a thing. Especially if you're smacking them upside the head while you're doing it.
    MP: 22
    Range: 4v2
    Effect: 1
    Speed: 12
    System: Physical attack at 90% damage and -10 Accuracy, but can't be countered.

    Rousing Shriek (A)
    This is supposedly an inspiring yell. The glory of shattered eardrums?
    MP: 66
    Add: PA + 1, MA + 1, Speed + 1 for 5 rounds. One use per skirmish.
    Range: 3v3
    Effect: 2
    Speed: 10

    Aerial Advantage (Support)
    After long studies of Harpies, a Blue Mage can start jumping and bounding like a Quake player on crack, and get +5% P-EV and a small bonus to critical hit chance for their trouble. However, we don't recommend trying to figure out how to rocket-jump.

    [Octa Demons]

    Flurry Kick (C)
    It's like a machine gun. In your foot. Might do a little damage, might do a lot. Do you feel lucky, punk?
    MP: 14
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Physical attack, deals 80%-130% damage.

    Rush (C)
    With a running start, a Blue Mage can do a running bodyslam of their enemies. That, or pick up rugby.
    MP: 14
    Range: 1v1
    Effect: 1
    Speed: 10
    System: Must be used after moving at least 3 hexes in a straight line, and target must be directly in front of the end of that movement. Deals 120% physical damage.

    Feint (B)
    The Blue Mage can fake out their enemy a bit, then smash them hard... but is left wobbly afterwards.
    MP: 24
    Range: As Melee Weapon
    Effect: 1
    Speed: 12
    System: Deals 130% normal physical damage, caster is at -10 EV for 3 rounds. The EV penalty does stack with itself.

    Pounce (A)
    If you're on higher ground than the enemy, you can jump on their head. Which hurts. A LOT.
    MP: 44
    Range: 1v5 (must be on higher ground than target)
    Effect: 1
    Speed: 20
    System: Deals 145% normal physical damage.

    Counter (Counter)
    See Monk. Siiiigh.
    [Worms]

    Devour (C)
    With this ability, you leap over your enemy's head, and start chewing on their skull. This looks impressive when Worms do it, but not so much with Blue Mages.
    MP: 20
    Effect: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Deals 85% normal physical damage, low chance of inflicting Don't Act and Don't Move (rolled separately)

    Burrow (C)
    For when you feel like hiding.
    MP: 12
    Range: Auto
    Effect: Self
    CT: Now
    System: BlueM digs into the ground. Can't move, can't act except to end the burrowing, or use Burst Out or Tunnel Snatch. Can't be attacked physically, takes 120% damage from magic.

    Tunnel Snatch (B)
    Burst out of the ground and drag someone over for a beating.
    MP: 36
    Range: 4v3
    Effect: 1
    Speed: 10
    System: Must be burrowed first. Deals 120% damage and drags the target to be within 1 hex of he BlueM (BlueM's choice of which hex)

    Burst Out (A)
    You have to be burrowed to do this, but with this ability you can rip right out of the ground and smash people to bits. Whee! When you're done, you'll end up adjacent to your target.
    MP: 42
    Range: 3v8
    Effect: 1
    Speed: 20
    System: Must be burrowed first. Deals 150% damage, is earth elemental, and the BlueM ends up in the hex adjacent to the target after use (again, his choice).

    [Pyro Demons]

    Fireball (C)
    You shoot a lot of little fireballs. Which can hurt.
    MP: 16
    Range: 4v2
    Effect: 1
    Speed: 10
    Element: Fire
    Reflectable: Yes
    System: Deals light fire damage to the target.

    Scorched Earth (C)
    FIRE! FIRE! ...EVERYWHERE!
    MP: 32
    Range: 5v3
    Effect: 3v1
    Speed: 14
    Element: Fire
    Reflectable: No
    System: Deals light fire damage to all within effect.

    Volcano (B)
    A bit more pain, a bit less omnipresence.
    MP: 42
    Range: 4v1
    Effect: 2v3
    Speed: 22
    Element: Fire
    Reflectable: No
    System: Deals moderate fire damage to all within effect.

    Boil (A)
    Let's just say it's not pleasant when your blood starts doing what this spell suggests.
    MP: 64
    Range: 3v1
    Effect: 1
    Speed: 28
    Element: Fire
    Reflectable: Yes
    System: Deals heavy fire damage to target.

    Immolation (Support)
    You're on fire! Well. Not completely. But anyone near you will take a hit of 5% MaxHP as long as they're next to you. Fire Elemental.
    System: Causes 5% max HP damage (Fire element) to anyone who moves next to you. Also causes this damage to anyone next to you at the beginning of your turn, unless they were affected by moving into range since your last action (IE it does not burn a given person twice within a single round)

    [Ibex Demons]

    Ram (C)
    You might want a helmet for this one.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical

    Echo (B)
    Echo! Echo, echo, echo, echo, echo, echo, echo, echo, echo...
    Add: Confusion
    MP: 34
    Range: Auto
    Effect: 4
    Speed: 5
    System: Moderate chance of Confusion on all within effect, including caster.

    Warcry (A)
    Let out the beast within! Or something weird like that!
    Add: +1 PA, +5 Brave for 4 Rounds
    MP: 55
    Range: Auto
    Effect: 3
    Speed: 12

    Illogical Perseverance (Support)
    At 10% HP or less, you'll have PA +3, but P-EV drops to 0%. Most illogical.

    Traction (Movement)
    It cannot be stopped!
    System: Immune to Knockback and Don't Move; +2 Jump. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.

    [Pasheper Demons]

    Quicksilver Bite (C)
    Mmm, chewy.
    MP: 12
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: As normal melee attack, low chance to inflict Poison.

    Shadow Mantle (C)
    A reminder - this DOES work on your clothing, too.
    MP: 54
    Range: Auto
    Effect: Self
    Speed: 20
    System: Moderate chance of adding Transparent to self.

    Quicksilver Madness (B)
    They won't understand until you show them the precious. Precious shiny magical silver light... The precioussss...
    Add: Berserk (50%), Confusion (50%)
    MP: 44
    Range: Auto
    Effect: 2
    Speed: 14
    System: Moderate chance of inflicting Berserk or Confuse (determined randomly) on all within effect.

    Silver Ray (A)
    The power of shiny metal laser beams to stop people in their tracks cannot be denied.
    MP: 58
    Range: 4v3
    Effect: 1
    Speed: 18
    Reflectable: Yes
    System: Moderate chance to inflict Slow or Stop on target.

    Trollkin (Support)
    It's a well-known fact that Trolls naturally regenerate. Don't ask what part of them you just put in you, though.
    Effect: Regain 5% of MaxHP each turn.

    [Vei Demon]

    Moonshine Thwap (C)
    Despite the name, no booze is involved in this simple act of beating someone silly. However, cunfusin has been known to apply, due to the stupor reminscient of a drunk's that many victims are left in following this attack.
    MP: 12
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Normal physical attack with low chance of inflicting Confusion.

    Moonflute (B)
    Why is the moon?
    MP: 32
    Range: 3v1
    Effect: 1
    Speed: 10
    System: Moderate chance of inflicting -10 Brave and possibly Confusion or Berserk.

    Dark Star (A)
    Blow them up with the power of the dark shadowy-ness, then rip away everything good they have.
    MP: 46
    Range: 3v1
    Effect: 1
    Speed: 20
    Element: Dark
    Reflectable: No
    System: Deals moderate Dark damage and removes all positive status effects.

    Shadow Shield (Reaction)
    High chance of inflicting Blind on anyone who makes an a melee attack on you.

    Float (Movement)
    See Time Mage. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.

    [Puffballs]

    Squidge (C)
    The Blue Mage acts like a killer teddy bear. Cute. But violent.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: As normal BlueM attack.

    White Wind (C)
    With the mystical fluffy white wind, you can heal people! How much can you heal them? Depends on how hurt you are.
    MP: 40
    Range: 5v3
    Effect: 1
    Speed: 12
    System: Heals target for variable amount of HP from near-zero to moderate, depending on how much HP you have. The more, the better.

    Pep Up (B)
    In a move that can raise the fallen, the Blue Mage gives half of their current health to heal half their ally's maximum health - this is good for strong allies.
    MP: 22
    Range: 3v2
    Effect: 1
    Speed: 18
    System: High chance of raising a KOed ally. If successful, lose half your current health to restore half their MaxHP.

    Giga Crash (A)
    There is no description that can approximate this. This spell is carnage incarnate.
    MP: 100
    Range: 1v2
    Effect: 1
    Speed: 40
    System: Deals very high non-elemental damage.

    Puppy Eyes (Reaction)
    "Aww... isn't it so CUTE when it feasts on the entrails of the living?" Well, you too can achieve this effect - whenever attacked, a Blue Mage with this has a chance to charm their enemy.
    System: When damaged, low chance of inflicting charm on whoever inflicted it.

    [Sprites]

    Slap (C)
    Best used by females, or men who spend a lot of time with females.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Standard BlueM Physical.

    Zonk (C)
    The Blue Mage can attempt to zap someone to sleep.
    MP: 38
    Range: As Melee Weapon
    Effect: 1
    Speed: 10
    System: Deals very light non-elemental damage, low chance of inflicting Sleep.

    Mana Leak (C)
    This spell can cause an enemy's MP to slowly drain away.
    Add: Mana Drain
    MP: 36
    Range: 3v4
    Effect: 1
    Speed: 14
    System: Moderately high chance of forcing the target to lose 1/8 his current MP for 3 rounds.

    Magic Hammer (B)
    Knowing Sprite magic involves beating things out of people a lot. In this case, you can beat a quarter of the MP right out of someone.
    MP: 48
    Range: 1v2
    Effect: 1
    Speed: 15
    System: Moderate chance of forcing the target to lose 1/4 of his current MP.

    Nappy Time (A)
    When the lights go out, everyone sleeps. Or so you hope.
    Add: Sleep
    MP: 62
    Range: All Enemies
    Effect: All Enemies
    Speed: 18
    System: Moderately low chance of inflicting Sleep on all enemies.

    [Angels]

    Wing Strike (C)
    Shoulders ARE weapons.
    MP: 5
    Range: As Melee Weapon
    Effect: 1
    Speed: Now
    System: Normal BlueM Physical

    Angelic Blade (C)
    Because cutting things can only get better with divine justification.
    MP: 24
    Range: As Melee Weapon
    Effect: 1
    Speed: 5
    System: Deals 115% of normal physical damage, and is Holy elemental.

    Strength of the Devout (B)
    Feeling faithful? Then feel powerful!
    MP: 65
    Range: Auto
    Effect: Self
    Speed: 20
    System: +2 PA and +2 MA on self for 5 rounds. 1 use per skirmish.

    Divine Blast (A)
    Not quite a Giga Crash, but it'll do.
    MP: 85
    Range: 3v2 / Effect: 1
    CT: 35
    System: Deals heavy Holy damage to target.

    Floating Grace (Movement)
    Always: Float. When equipped, you do not benefit from +Move/Jump/Speed from Chocobos.
    Last edited by Xiong Su; 07-06-2010 at 09:57 AM.
    GMNPCS: Karnaim Armaxa, Elizabeth Hawke

    "Yes sir, ma'am!" Barashkukor slammed a salute. "Please, ma'am, permission to designate this squad Black Squad?"
    "No!" She rattled a sheaf of papers under Barashkukor's pointed nose. "We already have fifteen Black Squads, twelve Dark Squads, four Raven Squads, three Midnight Squads, one Sable Squad, one Ebony Squad, and," she consulted a sheet of paper, "one Pink Squad. Hmm. Yes. Well...we're all a little worried about Pink Squad..."

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •