Title: TTG Personal Jobs
Tick-Tock Guy - February 9, 2008 09:16 PM (GMT)
Equips: Knightswords, Broadswords, Armor, Helmets, Shields
May only use two sets of A-abilities
A-Abilities: Soldier Tech
First Aid: Cure HP and status of a nearby ally
Powerbreak: Lower target's weapon attack
Mindbreak: Lower target's magic
Magicbreak: An attack that deals MP damage
Speedbreak: Lower target's speed
Mug: Damages target and steals carried gil
Provoke: Cause Berserk status on contact
Sensor: Find hidden equipment on enemy
Nurse: Cure HP and status
Defense: Raise Defence and Resistance
Cover: Take damage for a clan member
Subdue: Low damage attack
Drop Weapon: Disarm target
Parley: Remove weakened enemies from battle
Saint Cross: Holy damage in a cross-shaped area
Holy Blade: Heavy holy damage
Reflex: Completely dodge attacks
Defense Plus: Raises Weapon Defence
A-Abilities: Fighter Tech
Rush: Damage and push back target
Wild Swing: Swings wildly, attacking all around the user
Beatdown: Double damage, halved accuracy
Blitz: Double accuracy, halved damage
Air Render: Uses a burst of air-pressure to attack one enemy, mid-ranged
Far Fist: An Air Render that can damage multiple enemies
Air Blast: Uses a shockwave to blast enemies in front
Backdraft: A flaming fist attack that causes damage to the user as well
Bonecrusher: Counter with 1.5 times damage
Strikeback: Block attack and counter
Steal Armor: Steal enemy's armor
Steal Shield: Steal enemy's shield
Steal Accessory: Steal enemy's accessory
Steal Helm: Steal enemy's helmet
Steal Weapon: Steal enemy's weapon
Steal Gil: Steal Gil from an enemy
Counter: Counter an enemy's attack
Maintenance: Prevent equipment from being stolen/broken
Subtractor: Deals damage equal to HP loss.
Guardian: Casts Protect, Shell and Haste on an ally.
Equality Leaf: Puts target and Knight both to 75% HP.
Medic's Crest: Casts Curaga+Esuna on target, taeget must be under 25% HP.
Sanctuary Guard: Soul Powered Protection: KO's self to Auto-Life/Expert Guard (choosing) all allies.
Holy Vanquisher: Deals heavy light damage.
Full Break: Damage and lower strength, magic, defense and magic defense.
Crystal Shards: Deals "crystal" damage to all enemies.
Blitz Shock: Damage one enemy. Automatically gain one extra turn, none of Full Break, Crystal Shards, Blitz Shock or Sealing of Legend can be used on thet extra turn.
Sealing of Legend: Has a 10% chance of Ko+Hellbind an enemy.
Counter with Holy Blade.
If reaching a state of <5%, Expert Guard is activated once per battle.
Honour Combo (Not like comboes are used...)
Tick-Tock Guy - June 3, 2008 07:16 PM (GMT)
Zeke Hefestos - Aspiring Alchemist
Equips: Maces, Staves, Rods, Robes, Clothes, Hats
A-Abilities: Alchemist Skills
Mix: Mixes two or more ingredients to create a new item. There is no "list" of items, but the mixes shall not be overpowered or too appropriate for the situation.
A-Abilities: Alchemy Magic
Drain: Drain HP from an enemy
Drainra: Drain more HP from an enemy
Drainga: Drain more HP from many enemies
Osmose: Drain MP from an enemy
Osmosera: Drain more MP from an enemy
Osmosega: Drain more MP from many enemies
Mini-Flare: Deal non-elemental damage to one enemy
Booster: Boosts all stats for the next turn
Emergency Potion: When below 10% HP, use a hidden Hi-Potion to recover 40%. To be used only once per battle.
Potion Mastery: Effects of recovey items are doubled.
Alchemy Combo (Not like comboes are used...)
Tick-Tock Guy - June 3, 2008 07:16 PM (GMT)
Sheila Schulz - Protector of the Woods
Equips: Bows, Greatbows, Swords, Greatswords, Armor, Shields, Helmets
NOTE: Underlined abilities are only usable when riding a chocobo
A-Abilities: Forest Blade
Only usable with a sword equipped
Thistle: Strike swiftly, ignoring R-abilities and inflicting poison
Leeching Seed: Drain HP from an enemy
Chlorophyll: Cast Regen, Protect and Shell on self
Spirit of the Forest: Only usable in a forest, deal heavy earth damage to every foe
Chocobo Flurry: Deal multiple strikes
Chocobo Kamikaze: KO Chocobo to deal devastating damage to all enemies and heavy damage to all friends.
A-Abilities: Forest Bow
Only usable with a bow equipped
Snipe: Attack with 100% accuracy for the next two turns
Triple Arrow: Deal damage to three enemies
Disable Arrow: Immobilize and Disable one enemy
Wood Protection: One random friend will be invincible the next turn.
Chocobo Shot: Inflict damage and Confuse on one enemy.
Chocobo Meteor: All enemies recieve damage worth 20% of ther HP. KO Chocobo.
Leaf Bracer: When below 15% HP, gain Protect and Shell status. Removed when back over 15%.
Forest Power: When battling in a forest, increase strength, speed and defense.
Tick-Tock Guy - June 9, 2008 02:54 PM (GMT)
Niklas Lof - Eternal Aspirant
Equips: Guns, Knuckles, Hammers/Axes (Small) Clothes, Light Armor, Hats
Takes 1 turn to switch between secondary A-Ability sets. (Gagdets & Gizmos/Smithing
Base Skills: Access to any Gunner abilities.
Trigger Happy: Shoot 10 low-damage shots, damages one or more foes.
Ammunition: Switches "Fight" command.
Fire Ammo: Gains fire element.
Ice Ammo: Gains ice element.
Thunder Ammo: Gains lightning element.
Water Ammo: Gains water element.
Earth Ammo: Gains earth element.
Wind Ammo: Gains wind element.
Light Ammo: Gains light element.
Dark Ammo: Gains dark element.
Dynamite Ammo: Forfeits the next turn for reloading to deal big damage.
A-Abilities: Gadgets & Gizmos
Switch: Switch out this ability set for Smithing.
Pandora's Box: Access to any Gadgeteer abilities.
Hammer Rain: Rains hammers down on all enemies to deal damage.
Meteor Shower: Meteors strike all enemies for insane damage, takes three turns to charge
Spine Crackers: Immobilize and Disable all enemies.
Mirror Hall: Inflict Reflect on all enemies.
Madness Coin: Inflict Confuse OR Berserk on all enemies.
Reaper: Inflict Death OR Petrify on all enemies OR friends, 25% chance to hit
Switch: Switch out this ability set for Gadgets & Gizmos.
Pascal's Tricks: Access to any Blacksmith (Zvane-made job) abilities.
Niccelite Coating: Ally's weapon becomes very lightweight, giving him/her Haste status as well as allowing double attacks for three turns.
Adamantite Coating: Gives a large attack boost to ally for the next turn.
Materite Coating: Gives a large magic boost to ally for the next turn.
Zodiac Ore: Gives Regen and removes all bad status effects to an ally.
Improvise: Make a weapon on the spot, for throwing or other usage (usually not very good)
Emergency Niccelite: When below 20% HP, automatically gains Haste and ability to attack twice.
Weapon Analysis: Niklas is able to see the attributes of all opponents weapons in a glimpse, ignoring all elements/status effects inflicted by weapons
Tick-Tock Guy - June 9, 2008 02:54 PM (GMT)
Anne Cerulean - Caring Soul
Equips: Rapiers, Staves, Robes, Hats
A-Abilities: Offensive Magic
Fire Spells: Various levels of fire magic
Ice Spells: Various levels of ice magic
Lightning Spells: Various levels of thunder magic
Water Spells: Various levels of water magic
Earth Spells: Various levels of earth magic
Wind Spells: Various levels of wind magic
Light Spells: Various levels of holy magic
Poison: Inflicts poison status
Sleep: Inflicts sleep status
Amor: Inflicts charm status
Confuse: Inflicts confuse status
Null: Depletes one enemy's MP
A-Abilities: Defensive Magic
Cure Spells: Varous levels of cure magic
Esuna: Remedies all status ailments
Shell: Cast Shell on one or more allies
Protect: Cast Protect on one or more allies
Reflect: Cast Reflect on one or more allies
Life: Revive ally with 50% HP
Full-Life: Revive ally with max HP
Auto-Life: Cast Auto-Life on one ally
Regen: Cast Regen on one ally
Regain: Max one ally's MP
Rapid Angel: If an ally falls below 5% HP, automatically cast Auto-Life.
Barrier Boost: When casting Protect, Shell or Reflect, the target is also granted immunity to a random element
Tick-Tock Guy - November 15, 2008 05:13 PM (GMT)
Sebastian - Master of the Cards
Equips: Cards, Clothes, Accessories
Deja Vu: Gives target an immunity to a single attack.
Whisper: Powerbreak and/or Mindbreak the enemy unit with lowest current HP
Joy Luck: "Smile" effect, gives ally an extra turn.
Manifesto: Create a protective golem that can't attack, but will take an amount of damage for Tarot Mage, all moves will be disabled and will force the Tarot mage to enter fortune telling
Prophecize: Start fortune telling for a target. While the bond between the mage and the target exists, Tarot Mage will take 25% damage the target recieves. But will transfer the damage to the golem instead if it is activated.
A-Abilities: Fortune Telling
Conscience: Cancels the fortune telling, slight chance to silence self.
Deal: must use after Prophecize deal 1-3 Tarot cards face-down with 1/3 chance for face-up, can deal up to 5 cards before verdict. Face-up cards will reveal right after the deal.
Earthbind: Heals Golem by 25% its HP, have 25% chance cancel fortune telling.
Verdict: Apply the cards effects to the target, for each card represents one forthcoming turn (i.e. In the turn "Verdict" is used, the first card dealt will take effect immediately and second card for the second turn and so on...) Face-down cards will reveal upon the verdict
Reverse Verdict: Apply the card effects to a random unit in the target's opposition. (Ally<-->Enemy) Face-down card will reveal upon the reverse verdict, too!
0 - The Fool: Strip the armor or weapon of the target, depending on target's Str/Def
I - The Magician: Double the target's magic damage in that turn.
II - The High Priestess:Heals the target to full health, KO if zombified
III - The Empress: Female - Recieves Barrier, Male - Guard-Off
IV - The Emperor: Male - Recieves Haste, Female-Slow
V - The Hierophant: Able to use any blue magic in that turn, Blue mages - doublecasts blue magic for one turn.
VI - The Lovers: Charms the nearest target's enemy of the opposite gender.
VII - The Chariot: Recieves Esuna, Regen and Boost
VIII - Strength: Double the target's physical damage in that turn.
IX - The Hermit: 25% Recieves invisibility for one turn, 75% chance blinds target.
X - Wheel of Fortune: Bonus to all stats (Dragon Force + Mighty Guard), absorbs all elemental attack for that turn.
XI - Justice: Negates all past "card effect". Before the verdict, Justice is always face up and will reveal all face down cards.
XII - The Hanged Man: Recieves Immobilize/Disable
XIII - Death: Instant KO target and 50% chance for Hellbind(unrevivability) Hellbind effect is disabled in Jagds.
XIV - Temperance: Attack in that turn comboes with the nearest ally regardless of range.
XV - The Devil: Set the target's evade to 0 + Disables R-ability in that turn.
XVI - The Tower: Cripples target's stats (Powerbreak + Mindbreak + Guard-off)
XVII - The Star: Lose 50% current HP but slightly heal all allies.
XVIII - The Moon: Confuses target, if target is in critical health, recieves berserk.
XIX - The Sun: Attack hits with 100% accuracy for that turn.
XX - The Judgement: 50% chance recieves Auto-Life, 50% chance reduce HP to critical state (1~10%) + Addle
XXI - The World: Recieves Full heal, Auto-Life and invincibility for 3 forthcoming turns (can't negate Death and Justice card)
Aegis Golem: Golem summoned by Manifesto will counters any melee-range attack at Tarot Mage while fortune telling. Can deal critical hits if Tarot mage is in critical Health.
Triple Bet: Makes Tarot Mage deal 3 cards a turn instead of one.