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| Sol the 1337th |
Posted: Feb 5 2008, 05:07 PM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
Characters with a personal job cannot use a subjob. Don't need them.
Zenrae Zujila The cool and aloof "leader" of the Elementals of Maldaras under normal circumstances. Before discovering his powers as the Void Elemental, he trained extensively in aerial combat and became the captain of the Royal Guard of Twin'Radel. Weapons: Spears, swords of all varieties, chained sickles Stats HP: A ATK: S DEF: A MAG: A RES: A SPD: A EVD: B COM: S It takes Zenrae one turn to switch between sets of A-Abilities. A-Abilities Set 1: Nothingness Void Elemental: Lets Zenrae create new moves relating to his use of the Void. He may add the following status effects to abilities: Stop, Haste, Slow, Disable, Immobilize, Stun, Mana Regen, Auto Regen, Exuna and Sleep. Damage can range from Low to Extreme. His abilities cannot be copied or negated, And due to the fact that he manipulates energy instead of telling it what to do, Silence only disallows him from using non-Void spells. Summon Hayamun: Summons Zenrae's dragon, Hayamun, from a rift to assist in battle. Ride Hayamun: Zenrae gets on Hayamun's back, and the two fly as one. Zenrae's abilities automatically switch to Set 3 during his next turn. A-Abilities Set 2: Guardsman Tech Jump: As per the FFTA Dragoon ability. Block: Blocks an attack intended for a unit to the best of Zenrae's ability. "Duck for cover!" All nearby allies block or evade the next projectile attack intended for them over the next two turns. Has a five turn cooldown. Tackle: Tackles a target, knocking them to the ground and preventing them from acting next turn, while the Tackler also cannot act the next turn. Five turn cooldown. A-Abilities Set 3: Aerial Ace Flyby Strike: Hayamun swoops by a target. Both he and Zenrae strike out at them. Rift Strike: Zenrae opens a space rift, and he and Hayamun can fly through it or send an attack through it and out the other side. Zenrae cannot act the turn after this. Passive Ability: Gravity Armor: Hayamun takes half damage from projectile Fight attacks, but spells increase slightly in strength when sent against him. S-Ability: Blessing of the Dragoons Zenrae's speed, strength and magical abilities are automatically increased when fighting more than one foe. "This will be a glorious battle." R-Ability: Autorift: Zenrae summons a rift at an incoming physical or magical projectile, reducing some of the damage to himself and returning some to the sender. "I can't hear you over your resounding failure as a spellcaster." C-Ability: Dragon Combo (requires Hayamun) Zenrae and Hayamun engage in a combo attack. Other allies are welcome in. "Formation Three." This post has been edited by cielo on Aug 2 2008, 02:15 PM -------------------- |
| Sol the 1337th |
Posted: Feb 5 2008, 05:31 PM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
Selkah Yakitoh
The self-appointed spy of the Elementals, and he's darn good at it. Weapons: Knives, short swords, knuckles Stats HP: A ATK: A DEF: C MAG: A RES: B SPD: A.5 EVD: S COM: C A-Abilities: The Planter of Confusion Illusion Elemental: Allows Selkah to create mind-related techniques in battle. He may use the following status effects: Disable, Charm, Immobilize, Addle, Berserk, Sleep, Mana Regen, Mana Degen, Auto-Regen, Confuse. Damage varies. His abilities cannot be copied or negated, And due to the fact that he manipulates energy instead of telling it what to do, Silence only disallows him from using non-Illusion abilities. One with the fog: Allows Selkah to merge with created fog or mist around him. Useful for quick travel and confusing enemies. Rip: Selkah takes a positive status away from a target, causing moderate to heavy non-elemental damage. Feigned Assistance: Selkah removes a negative status effect from a target, causing heavy damage and Confusion. Seduce: You heard me. Selkah seduces a target of the opposite sex. Charm and minor damage. Mind Blast: Minor to Moderate damage and a chance of confuse. Hundred Blades: Selkah creates the illusion that the target is surrounded by hundreds of blades and any movement will kill them. Puts the target into a state of submission for three turns unless dispelled. Can only be used twice per battle, and at least seven turns apart from each other. Throw: Selkah throws a knife from his seemingly endless supply. With charging, he can throw increasing amounts. S-Ability: Love: When Selkah is in the presence of Leila Winley, all of his stats get a boost and he gains the ability to sometimes block an attack meant for her. Grants Selkah immunity to Charm and he cannot attack Leila when afflicted by any other conditions. "Uh... ma'am, I... I... think this... requires your signature. (I'm such a coward...)" R-Ability: Skilled Return: Selkah catches thrown weapons or arrows/crossbow bolts and returns them with 100% accuracy. He may choose to add thrown weapons to his stock. C-Ability: Illusive Reality: Leaves the target pondering the truths and lies of reality and that which is around them, leaving them completely vulnerable to other attacks. Selkah contributes by Mind Blasting them. This post has been edited by cielo on Oct 18 2008, 05:47 PM -------------------- |
| Sol the 1337th |
Posted: Feb 6 2008, 03:58 PM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
Orbis Arcturus
Purity and Illusion are a part of the world just as much as Fire and Earth and the like. Orbis happens to be proof of Purity. No, he has not been castrated. Weapons: Knives/daggers, fists. Orbis takes one turn to switch his set of A-Abilities. A-Abilities Set 1: Purity The Elemental of Purity: Allows Orbis to create new moves based on the pure nature of combat, And due to the fact that he manipulates energy instead of telling it what to do, Silence only disallows him from using non-Purity abilities. Passive Ability: Kartik: Orbis can wield Kartik no matter his jobset. Dispel: Removes a positive status from a target. Dispelra: Removes two positive statuses from a target. Dispelga: Steals a positive status effect from a target and removes a second. Inflicts moderate damage. Dispelja: Removes all positive statuses from a target. Cleansing: Removes poison from a target but inflicts moderate to heavy damage. Regeneration: Orbis gains Auto-Regen and Mana Regen for six turns. Deflect: Reduces total physical damage taken for six turns. Hawkeye: Allows Orbis to see foes who are cloaked or in stealth mode for six turns. Clear Mind: Removes a mind-effecting status effect from a target. (mind-effecting as in Charm, Confuse, Berserk. If Fear counts, that one too.) Absorption: Orbis drains all the negative status effects from allies around himself. Whirl Attack: Using his natural balance and reflexes, Orbis attacks all surrounding enemies. Returning Aura: A circular blade of energy hovers around Orbis for five turns. While Orbis still takes full damage, half of that damage is returned to all who dish it out. If half of Orbis' HP is taken away during those five turns, he gains 10% health and Returning Aura renews. Can only be used once per battle. Pure Lands: Orbis, using Kartik, calls down Purity from above magical planes (most think it's somewhere around the seventh) onto the physical, first plane. All statuses are remove from all units on the battlefield, and for five turns statuses cannot be inflicted and nobody can be KO'd: they can only reach 1% HP. Kartik: Orbis takes two turns and unleashes the power of the Pure Knives, Kartik. Can/will be explained in RP. A-Abilities Set 2: White Magic Orbis is a master of White Magic. S-Ability: Recovery: Orbis regains 2% HP per turn for each status effect on him. If he has no status effects, he still regenerates 2%, but that's all. R-Ability: Auto-Regen As per the FFTA. Regenerates 3-6% HP per turn. Stacks with the Regeneration ability, but Regeneration's Auto-Regen is nullified. C-Ability: Removal: An attack which removes a target from battle for four turns and removes all the negative status effects of units around Orbis. Also removes Orbis, but for 3 turns. This post has been edited by Sol the 1337th on Apr 20 2008, 11:09 AM -------------------- |
| Sol the 1337th |
Posted: Feb 10 2008, 02:58 PM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
Eirakin Marga
The prince and heir of Sal'Ya, the largest of Maldaran countries, known for stretching from the world's largest inland desert to the ocean coast due east of that. Royalty is often descended from previous Elementals, and Eirakin is an example of that. Besides being trained extensively in magic, Eirakin is also an expert swordsman. Weapons: Sabres, all kinds of swords, staves, rods, knives Stats HP: A ATK: S DEF: C MAG: S RES: B SPD: SS (he can move close to the speed of light for short bursts, after all) EVD: A COM: B Eirakin takes one turn to change jobsets. A-Abilities Set 1: The Darkness Within Light Elemental of Light: Allows Eirakin to create new moves based on the Light element. He may use a wide variety of status effects. Strength of abilities range from Low damage to Extreme. His abilities cannot be copied or negated, And due to the fact that he manipulates energy instead of telling it what to do, Silence only disallows him from using non-Light abilities. Soul Blast: A forbidden Light technique which momentarily removes a target's soul from their body, but leaving the mind. Story-only. Passive Ability: Light: Eirakin absorbs all Light damage, takes a small bit more damage from Darkness, and all other elements cause slightly less damage on him. Also lets Eirakin move just below the speed of light in many cases. Focused Radiation: Eirakin "teleports" by shifting his state into that of a near-light substance, allowing him to move almost instantaneously to anywhere light touches. Unleash The Second Form: Takes two turns. Eirakin unseals a portion of the Holy Staff's true power. Unleash the Third Form: Takes two turns. Eirakin unseals a larger portion of the Holy Staff's true power. A-Abilities Set 2: Swordsman Sal'Yan Combat: Lets Eirakin use the hand-to-hand combat techniques taught throughout Sal'Ya, including sword attacks, kicks, punches, and many more. Eirakin may use a wide variety of status effects. Light Speed Blade: Eirakin swings a sword while in near-light motion. 100% accuracy, halves damage. Can be used from a distance. S-Ability: Absorption: While standing in the direct path of daylight or even UV rays in general, Eirakin gets stat boosts and either Auto-Regen or Mana Regen. R-Ability: Discipline: Eirakin reacts to a physical attack by adding a positive status to himself, such as increased health, defense, magic defense, etc. C-Ability: None: Eirakin doesn't work well in teams. -------------------- |
| Sol the 1337th |
Posted: Mar 1 2008, 02:11 PM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
I'll do this one ahead of time.
Daenarys Askara The Elemental of Mana, and considered the most powerful and versatile of them all. Manipulates the essence of life and magic. Weapons: Rods, wands (ranged magic weapons), Wand of Ages (to be redone) Stats HP: B ATK: None DEF: C MAG: Final Boss Level RES: S SPD: C.5 EVD: C COM: D Daenarys takes 1 turn to change ability sets. A-Abilities: Manamancer: Daenarys has fully mastered the Manamancer class. A-Abilities: Elemental of Mana: Mana Caller: Daenarys can create new abilities involving mana. He can both heal and hurt, and may apply the following conditions to attacks: Disable, Immobilize, Haste, Slow, Quicken, Auto Regen, Mana Regen, Mana Drain, Esuna, Confuse, Charm, Addle, Berserk, Stun... yadayadayada. Damage and healing can range from Minor to Extreme. Spell Counter: Cancels a spell intended for one of Daenarys' allies. (can't be him). Five turn cooldown. Causes minor damage. Backfire: Whenever an opponent casts a spell for five turns, they take 5% damage and half of whatever damage/healing they cause. Larceny: The spell last cast by the target can't be used for three turns. Spike: If a target is charging a spell, they take 10% damage and are interrupted. Matra Magic: You know it. Mana Im/Explosion: One turn charge. Drains some mana out of units in a rough summon-size area, puts it in a small ball, and releases the seal on the ball, bombarding the units with their own mana. Damage depends on mana drained, but generally ranges from heavy to extreme. Also causes mana damage. Passive: Elemental Combat: Allows Dae to anticipate the abilities of other Elementals and act accordingly. Story-only. Ley Tap: Daenarys taps into a ley line, restoring mana. Does not consume a turn. Ley Strike: Redirects a portion of a ley line to attack a target. Heavy to extreme damage, but unpredictable. Can stun and will do mana damage as well. Nexus Cannon: Mixes several ley lines into a single web, and fires an incredibly powerful beam of pure mana from it. Godlike damage, high chance of KO. Requires a turn of rest afterwards. Manalands: Daenarys summons the planes above them down onto the first, or 'physical' world. For five turns, enemy spells can't harm allies, and Daenarys does double damage. Passive Ability: Buildup: If Daenarys is asleep, stopped, or otherwise indisposed and cannot use mana for any amount of time, his body builds up the unused mana. Passive Ability: Discharge: When Daenarys is released from Buildup by having Stop, Sleep, or other statuses that prevent action, he releases the built up energy he would otherwise have had to use. Damage depends on time spent inactive. R-Ability: Manaweave Mimicry: Daenarys follows the way the mana was used in a spell, and counters with the exact same. Can choose not to copy a spell. S-Ability: Elemental of Mana: Daenarys' attacks cannot be copied, absorbed or negated. He has an almost infinite amount of energy, and with the Ley Tap ability, can't actually run out unless he wills it. If Daenarys' MP reaches 0, he is KO'd, and he literally can't not use Mana for one turn, unless Stopped, Disabled, or asleep; even his regular Fight command using wands and rods uses a bit of mana, and in addition, Daenarys is immune to skills which prevent him from using mana for the entire battle. In addition, if his attacks are reflected, he absorbs half the damage he would normally have taken. This ability cannot be ignored. C-Ability: Mana Combo: Just a regular combo. This post has been edited by cielo on Oct 18 2008, 05:49 PM -------------------- |
| Sol the 1337th |
Posted: Mar 15 2008, 12:39 PM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
Leku Tessan
Maldaran Elemental of Earth, Grandmaster of Earth, General of the Shining Alliance, and (though he doesn't know it) Heir Apparent to the Crown of the Northern Human Kingdom of Irminsul. Weapons: Knives, all types of swords, The Gaia Blade/Dmitri, fists and feet. Stats HP: S ATK: A DEF: A MAG: S RES: A SPD: B EVD: B COM: C Leku takes 1 turn to switch A-Ability sets. A-Abilities Set 1: Melee Combat - Leku is well-known for making use of the environment (literally) around him when fighting close range. Liftoff: Leku takes to the air, either on a controlled leaf, rock, or otherwise, or with his wings. Does not require a full turn to be used. Swoop: A flyby attack. Heavy damage and chance of stun, but low accuracy. Earthen Rail: Much like a train, Leku firmly plants both feet down and uses the earth to shoot himself at a target. Shift: Thr ground automatically shifts to a target's favor, giving them Haste for five turns. Speed Fight: Leku flaps his wings, gliding just above the ground, and attacks a target while moving very quickly. Sword Mastery: Leku is an excellent swordsman, knowing many techniques and countermeasures. He has also studied the Sal'Yan combat style, including its various twisting and kicking motions. Throw: Selkah taught Leku and some of the other Elementals a while ago how to properly throw weapons; though definitely lacking expertise in this area, he is still formidable. Has a small chance of failure. Summon Blades: Due to his earthen nature, Leku can summon steel or other kinds of weapons to his hand or around him and use them without the Double Sword ability, though they definitely lack the effectiveness of a real dual-wielding master. A-Abilities Set 2: Magical Combat - Leku Tessan is the Earth personified, and can use it to his advantage nearly without limit. What it lacks in subtle attacks, it makes up for in sheer strength and versatility. Stone, Dirt and Rock Mastery: Leku is highly experienced with stone and dirt, seeing as they are his most-used types of attacks. Rigid but powerful, brittle but resistant. Metal Mastery: Another aspect of earth combat Leku is an expert with. Can be used to often transmute things directly into metals and shapes for use. Malleable but sharp, often durable and quite resistant. Gems and Jewels: Though they don't have much use in combat, Leku can still work with gems and jewels very well, and can often create them easily enough. He often uses diamonds as tools in combat. Flora Mastery: Though initially Leku hated the use of plantlife, he has forgiven himself for an incident in his childhood and learned to use them more readily. Can be used for defense or attack, and Leku can even summon Familiars of sorts with plants. Summon Wolves: Though not falling into the category of stone, metals, gems or plants, Wolves are the traditional creatures of the earth. Leku has several canine Familiars he can summon to help. Summon Fenrir: Summons the Lord of Wolves to Leku to aid in combat. Takes two turns. (will detail Fenrir later on in this post) Passive Ability: Earth Elemental: Leku absorbs all earth damage, takes slightly more damage from Wind, and all nearby allies are more resistant to Earth damage and get a slight defense boost. In addition, due to the fact that rather than force magical powers to his will, Leku manipulates his element, his abilities cannot be copied unless by an Earth Child. And due to the fact that he manipulates energy instead of telling it what to do, Silence only disallows him from using non-Earth spells. Quiet Forest: Calls the power of Earth down onto the first, physical plane, causing the area to become a forest in the middle of autumn, the most suitable place for Leku to fight due to its richness in the Earth element. Lasts five turns, ten turn cooldown. Dmitri: Unleashes the god within the Gaia Blade, Dmitri. Takes three turns and gives a major boost to all stats, along with changing Leku's appearance. Grants immunity to disable and immobilize, while poison heals him instead. S-Abilities - Leku takes two turns to switch an S-Ability, but it is done passively. S-Ability 1: Earthen Blessing: Leku starts a battle off with HP+, DEF+, and RES+. S-Ability 2: Love: Leku is deeply in love with Salinas Xaruthan, his fiance. This ability is basically a copy of Selkah Yakitoh's S-Ability, but instead centered on Salinas. R-Ability: Auto-Pillar: The pillar is Leku's trademark earth attack, whether it's made of stone, sand, metal or plants: he has the option, when attacked, to counter with any sort of pillar. C-Ability: Decay: A combo that starts off normally, but as it turns out, the Gaia Blade had a sort of biological dust on it. For five turns after this combo, the victim's DEF and STR are reduced a moderate amount. Fenrir, Lord of the Wolves Type: Dire Wolf Stats: -HP: Extreme -ATK: Extreme -DEF: Moderate -POW: Not much -RES: High -SPD: Extreme -EVADE: Moderate Physical description: A large gray wolf with many runes tattooed over his body. Abilities: Fenrir's attacks all depend on his skill with teeth, jaws, claws, and his legs; no real need to list them. Other notes: Absorbs earth damage. Should be avoided at all costs. This post has been edited by cielo on Nov 10 2008, 03:59 PM -------------------- |
| Sol the 1337th |
Posted: Mar 29 2008, 03:12 PM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
Vairn Zaloren
The Elemental of Time of Maldaras, called the Inescapable for a good reason. Weapons: Knuckles, knives, the Chronos Gauntlet. Stats HP: B ATK: A DEF: A.5 MAG: A RES: S SPD: A EVD: SS COM: D A-Abilities: Elemental of Timeinism - Vairn is, well, the human embodiment of Time. Time of Elementalism: Allows Vairn to use any magic related to Time that you can pretty much comprehend sorta. Slow: Yup. Stop: Yes. Haste: Snake?! Respond! Snake! SNAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAKE! Quicken: Headshot? Extend1: Increases the duration of negative statuses on the target. Extend2: Increases the duration of positive statuses on the target. Reverse: Changes a target's HP/MP to what they were the turn before. Four turn cooldown. Matra Magic: Yo yo yo B-boy Snake dawg G! Blat blat in the hizzouse! Time Cut: RP-only. Vairn uses an ability similar to Zenrae's to cut a hole in time and be able to travel through it. Downcut: Manipulating Time, Vairn makes himself above the target at a safe height, falling down, and attacks. Passive Ability: Wearing Effect: All of Vairn's time-related spells can can cause minor to major non-elemental damage. Slow Aura: For five turns, a summon-range area around Vairn is slowed down, making him appear to move much faster. Travels with him, though as soon as he's moved past, the people who were effected are no longer Slowed. Haste Aura: Another follower spell that increases the speed of all units within range, including Vairn. Five turns. Doom: Casts Doom on a target. Low accuracy. Stopwatch: Sets up a large magically-formed, immobile construct. Every three turns it inflicts heavy non-elemental damage on targets hostile to Vairn unless destroyed or Vairn is KO'd. Takes one turn of charging, and the Stopwatch has 50% HP. Haste Construct: Sets up a magically formed Haste Construct. This H Construct has 50% HP, and all of Vairn's allies in a summon-sized range around it have Haste until it is destroyed or cancelled. One turn charge. Slow Construct: Sets up a magically formed Slow Construct. This S Construct has 50% HP, and all of Vairn's enemies in a summon-sized range around it have Slow until it is destroyed or cancelled. One turn charge. Accelerate: Vairn's SPD increases greatly for five turns. Impossible Anomaly: Vairn stops time completely around a target, removing them from battle for five turns. Can be cancelled at any time. Move: Vairn can freeze time and move to any point on a battlefield. While this would ordinarily move his SPD to be equal to Leila Winley's, his normal-time fighting is only A ranked. Can only be used while Vairn is in noncritical HP, and moving doesn't cost a turn. Freeze: Vairn freezes time completely and can move through it unnoticed (though he can choose to let others be in the same moving state as him (and those superexperienced with Time Magic might be immune to its effects)). Due to the unique nature of the sentient soul, Vairn can't harm people unless they're moving through the time freeze as well. (well, he could do it to an NPC, but I guess that'd be story-only.) S-Ability: The Inescapable Vairn is immune to the effects of time and time magic (and the status effect Doom). In addition, his techniques cannot be copied or negated and this S-Ability is permanent, and like the other Elementals, Vairn can't actually die unless he has named an heir to his power. And due to the fact that he manipulates energy instead of telling it what to do, Silence only disallows him from using non-Time spells. R-Ability: Immediate Reaction: When attacked, Vairn can automatically freeze time and move to the attacker, unfreeze time, and attack back. Unless they're against a wall, he will almost always attack from behind or the side. C-Ability: Stombo?: Vairn Stops a target, and allows his allies to attack it (he did his part with the Stop). For a turn after the Combo, that target is still Stopped. This post has been edited by cielo on Sep 24 2008, 04:30 PM -------------------- |
| Sol the 1337th |
Posted: Nov 8 2008, 09:22 PM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
I don't know why it wasn't in here before.
Nero Eldoryn A young man born blind, but found soon enough that he could see energy; with this, he gained the ability to form coherent shapes out of the chaos he saw with his third eye. As such, he can make out life and energy in all its forms. This has given him great talent as a spirit mage. Weapons: Staves, fists. Nero may only have five spirits bound at one time, and only one of each. Spirits are summoned with a maximum of 50% health. Spirits are immune to abilities causing instant death, absorb lightning damage, can only be charmed by another spirit mage, and cannot be confused. A-Abilities: Spirit Magic: Bind Drainer: Binds a malevolent, sapping spirit to the earth. Drains a minor amount of HP with each attack. Can drain the HP of foes and has the ability to funnel health to Nero. Bind Assassin: Binds the spirit of an assassin. Its attacks have a chance of inflicting poison and bleeding. Bind Royalty: Binds the spirit of a long-forgotten king. Nero, his spirits and all nearby allies gain stat boosts. The king's attacks have a chance of charm. Bind Wraith: Binds a malevolent spirit bent on harming things. Does minor to moderate damage to a target. Bind Lover: Binds a positive spirit who heals Nero and his allies for 5% per turn. Bind Battery Spirit: Binds the spirit of a powerful mage. Nero and his allies regenerate a large amount of mana per turn. Bind Jealous Cripple: Binds the spirit of a traveler who loved what he did. His attacks have a chance of causing Immobilization. Bind Jealous Warrior: Binds a jealous warrior. Its attacks have a chance of causing Disable. Supernatural Quickness: Nero gains Haste and is immune to Slow effects for four turns. Chains: Nero casts the chains regularly used for malevolent spirit binding on a target. Minor to moderate damage, a high chance of Slow, and a small chance of inflicting Immobilization; an even lower chance of also inflicting Disable. Channeler Strike: An energy attack that uses the borrowed power of a spirit to strike with energy. Moderate to heavy lightning damage. Spirit Burn: Advanced black magic. Does moderate to heavy fire/lightning damage. If any spirits are nearby, this also sets the target on fire. Spiritbind: Binds a target's spirit to their body, preventing them from dying. RP only. Spirit Bolster: Strengthens Nero with spirits. RP-only. Spirit Restore: Heals the target, equivalent to Curaga. Removes one negative condition for every spirit active. Spirit Strike: A magical attack intended for a target's spirit. Moderate to heavy damage and a chance of KO. Grand Summoner: Increases the effectiveness of all spirits summoned by Nero for the next five turns and grants him Auto-Regen/Mana-Regen for the same five turns. S-Ability: Third Eye: Nero uses his mind to see life and energy. This grants him a permanent Blind status of sorts, so... well, he'd be immune to it, since he doesn't use physical eyes to see. Also lets Nero be a medium between the spirit and physical worlds. This ability cannot be dispelled or ignored. R-Ability: Deadly Bond: When a spirit is hit by somebody's attack, the person who attacked the spirit takes double damage from that spirit and 50% more damage from other spirits. When Nero takes damage, all spirits gain +25% damage against the attacker. Cannot be negated. C-Ability: Spirit Combo: Nero and all his summoned offensive spirits join in on a combo with other allies. -------------------- |
| Sol the 1337th |
Posted: Jun 14 2009, 09:24 AM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
Saeun - Healer
Someone with all the time in the world. A former mercenary mage, court healer, pet shop owner, and currently book collector. HP: A MP: S ATK: C DEF: C POW: S RES: S SPD: B EVA: A Equipment: All light armor, books, all accessories. A-Ability: Saeun's Techniques Cure/ra/ga/ja Dia/ra/ga/ja: Deals varying amounts of damage to Dark or undead-type foes. Astra: Prevents next status ailment on target. Life/Full-Life Raise: The Sage ability. Revives and heals units in an area. Reraise: Grants a target the Reraise status. Regen Esuna Refresh: Rids a target of negative status effects that Esuna cannot (such as Oil, Doom, and more unique ones) Protect Shell Parley: Persuade an opponent to leave the battlefield. Unspell Lifebreak: Does damage equal to the unit's lost HP. 50% accuracy. Drain: Ranged spell that steals HP. Drain Touch: Close-range attack that steals HP from an opponent. Heals Dark-oriented opponents. Transfer: Saeun donates some of his vitality to a target directly. Magic Focus: Increases the accuracy and power of Saeun's next two spells. Passive Ability: Eidetic Memory: Saeun has eidetic memory and can remember small details with perfect accuracy. R-Ability: Reflex S-Ability: A Healer's Bias: Saeun's healing spells become more potent; this, in turn, increases the damage he deals to Dark-oriented foes. C-Ability: None -------------------- |
| Sol the 1337th |
Posted: Jun 14 2009, 09:24 AM
|
![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
Rukh - Adventurer
A kind but serious young man on a quest to learn about the world and himself before returning to his master, Velan Rela. While relatively unextraordinary with magic, Rukh has impressive dexterity and skill with weapons. (This job, if stamped, will not take effect until after the mission "GDB: The Crash") (This job will be updated as Rukh's knowledge and powers progress.) (Oh, and it takes Rukh a turn to switch skillsets.) HP: A MP: B ATK: B DEF: B POW: C RES: B SPD: A EVA: A A-Ability Set 0: (this set stays active constantly) Throw: Throws a nearby object. The more suited to throwing something is (i.e. a spear, knife, or rock) the more accurate the attack is. First Aid: Actual first aid. If Rukh has supplies available, he can attempt to treat a wound via practical means. Switch: Rukh sheathes his sword and uses another readily available weapon. Dropping said weapon and redrawing his sword doesn't take a turn, however. A-Ability Set 1: Physical Techniques Pugilism: Rukh has mastered the Fighter A-Ability set. Wallop: Blunt weapon attack. Regular damage, but with a chance of Addle/Confuse. Slice: Sharp weapon attack. Regular damage, inflicts Bleeding if it hits. Aimed Shot: Long range attack. Equivalent to having Focused the turn before (more damage and higher accuracy~), but Rukh has to rest the turn after. A-Ability Set 2: Magic Cure, Cura, Curaga: You know them. Esuna: Yyyyup. Raise: Uh huh. Protect: Wait, what? Shell: Oh, definitely. Flame Blade: The Gladiator skill. Thunder Blade: Aw yeah. Ice Blade: Mm-hmm. Holy Blade: The Paladin skill. R-Ability: Counter S-Ability: Omniwield: Rukh can wield all types of weapons and armor, but only one weapon at a time. Of course, his effectiveness with that weapon relies on his skill with its type. S-Ability: Dual-Wield Rukh can wield two weapons at a time, but they have to be of the same type. C-Ability: Desperation Overdrive: When in low (<25%) HP, Rukh can activate this multi-hit skill. Roughly equivalent to Magick Frenzy (the Seer ability, FFTA2), it unleashes both his magical and physical might on a target. -------------------- |
| Sol the 1337th |
Posted: Jun 14 2009, 09:25 AM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
Zallaurot Envera
A young man who recently discovered that he was capable of magic--and thrust into the world by misunderstanding parents. Zal's usage of magic is not limited to any divison or doctrine; when he learns it, he can use it at any time unless other conditions are in effect. (Zal's personal job is a work in progress. As he learns more about magic and himself, I will add to his job.) "Fire has this horrible habit of burning things sometimes." HP: D ATK: D DEF: E POW: C RES: B SPD: C EVA: C Equipment: Whatever's available. A-Abilities: Magic Fire: Creating, casting, and to a lesser extent manipulating fire. Not bound by the Ra/Ga scale; the potency of Zal's Fire spells are determined by the energy he devotes to them. Can be used to cause fire damage, or to inflict the Burning condition upon an opponent (Burning is like a more intense but shorter duration Poison). Jolt: Zal's creating of electricity. Currently on a comparatively weak scale; about the most potent he can make it is a shock propelled several feet forward that's good for waking people up. Tends to happen on its own most of the time. Ice: Zal is able to create ice if he focuses. This would be much easier to freeze preexisting water, of course, but getting a glass of H2O to be the right shape is too time-consuming, you'd think. Ice projectiles are effected by gravity. R-Ability: None S-Ability: None C-Ability: None -------------------- |
| Sol the 1337th |
Posted: Jun 14 2009, 09:26 AM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,564 Member No.: 236 Joined: 13-May 05 |
Extraordinaire
Errai Saiph is a self-proclaimed extraordinary person. Weapons: Staves, rods, hammers, large sticks, small sticks, stones. Just about anything in needy circumstances. Oh, and his bare fists. Equipment: Light armor, all accessories. A-Abilities: Extraordinary Skills! Store: Errai stores energy in his weapon for later use. Slow Flow Release: Errai releases some of the energy stored in his weapon, but not all at once. Grants Mana Regen and Regen statuses. Fast Flow Release: Errai releases all of the energy stored in his weapon, all at once. Grants Quicken status, heals equivalent to Cura, and heals a moderate amount of mana. Slow Explosive Release: Errai releases some of the energy stored in his weapon, but outwards. Increases ATK and chance of critical hits for three turns. Fast Explosive Release: Errai releases all of the energy stored in his weapon, but outwards. His next physical attack deals triple regular Fight damage with an increased chance of critical hit. Hurl: Tosses a loose object nearby at a target, either through magic or physically throwing it. Blitz: A series of fast, weak attacks. Half regular Fight damage, nevermiss. Slam: Rather than storing his energy then releasing it, Errai uses his weapon as a direct conduit and hits the enemy. Double regular Fight damage, knockback. Can only be used once every three turns. Blast: Point-blank magic attack without using a weapon. Major nonelemental damage, target is knocked back even if the attack misses. Self-Propelled Awesome Shield: Grants Errai a mobile magical barrier. Halves damage taken from all magic for three turns. Energy Transfusion: Errai transfers a portion of his energy into a specific part of his body. Increases that part's effectiveness: i.e. he transfers energy into his legs, and gains the ability to Move twice in a turn (one to move in and attack, the other to get away before the enemy can respond). Adrenaline Chaaaaaaaarge!: Errai gains Haste, ATK+, SPD+, and HP+ (+20%) for four turns. When it ends, any damage sustained is subtracted from his total HP along with the +20%. "Swing, batta batta, swing!": For three turns, Errai cannot be hit by ranged attacks, but takes double damage from them on the fourth turn. Head Bash: Slightly less than regular Fight damage, increased chance of Addle and Confuse. "FISTICUFFS!": Errai drops whatever weapon he's holding to fight with his feet and hands. Automatically changes his S-Ability to "FISTICUFFS!" "Erm... where'd I put that...?": Errai picks up the nearest close-range weapon. Changes his S-Ability back to ITENZ!. Direct Use: Errai begins burning energy directly, at a slow pace. This strengthens his body by reinforcing his muscles and bones with mana. Lasts five turns. ERRAI... PUNCH!: Errai's final attack. No holds barred. He burns away all of his remaining energy to slam into something with ridiculous force, often punching it. Insane to Near-Godlike damage, extreme knockback, chance of instant KO. It breaks things like they're dry spaghetti. ...Destructive Primitive Awesome Geomancy?: Errai, aside from not caring much for safety regulations and rules, is a resourceful person. For example, while fighting in a forest, he might knock a tree over to bar an opponent's path or even land on top of them. R-Ability: Ferocious Awesome War Cry: Upon getting hit, Errai shouts a ferocious war cry. All allies who can hear the shout get one random stat bonus or positive status, including Errai himself, while enemies within earshot lose a little bit of morale. S-Ability 1: ITENZ! Errai, while this ability is equipped, gains the ability to use items and consume edible things around him while in battle. S-Ability 2: FISTICUFFS! Errai switches his S-Ability to this after using the A-Ability "FISTICUFFS!". He unarms himself to beat up whatever he wants on a much more personal level. While unarmed, Errai gains a small attack bonus to compensate for his lack of a weapon, his attacks cause knockback, and he can strike twice per turn, but only if he uses a non-magical ability. C-Ability: Combo (of awesome)! Just a combo. -------------------- |
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