CoN 25th Anniversary: 1997-2022
Invent-A-Class!

Posted: 12th May 2004 08:56

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Dragoon
Posts: 1,897

Joined: 22/12/2003

Awards:
Vital involvement in the Final Fantasy IX section of CoN. Member of more than ten years. Second place in the Final Fantasy Music CoNtest, 2010-2011 Member of more than five years. 
This is just a little thing I made up, so I thought I'd post it here. Remember, you can go into as much detail as you want and be as stacked as you wish. This should be a character that represents you or what you like about the game, so don't hesistate to put whatever you want into your character. Anyway, here's mine:
--------------------------------

Edit, indeed =P

Since you've taken the time to explain the aspects of the class rather than just the attacks, I'll do the same.

Purge
Protector -{Enemy who protects his liege with defensive skills}

Cross-delay -{Defender command. Capable of delaying enemy attacks with quick reflexes}
Reversal -{Defender command. Protects allies with positive aura}
Blade Grasp
Defense UP
Move +3

Save the Queen
Venetia Shield
Crystal Helmet
Crystal Armor
Genji Gauntlet (Salty Rage if female)

Cross-Delay

Stasis Sword - (200 JP)

Exerts holy sword spirit to deal damage to enemy ; 15% chance of casting Stop. Two panel range with no height limitations.

Cross Step - (500 JP)

User moves ahead two spaces and swings sword over the left, right, and front panels around him. Target(s) must be within 2h to succeed

Daze - (500 JP)

Swing once to inflict damage, and another time to inflict "Don't Act" status. Probability of paralyzing equals ((Brave + Faith) / 6). Affected by Concentrate.

Alleviate - (500 JP)

Four panel range ; Cures one target of status ailment(s)

Cycle Sword - (550 JP)

Hits all enemies within one panel of caster with a spinning blade; May knock enemies back.

Aura - (700 JP)

Casts Regen and Auto-Life on self.

Downshift - (1000 JP)

Sends a razor-sharp blade of wind at enemy(s) in the path of attack (physical attack). Seven panel range; Target cannot be more than 2H above caster for this to connect.
Reaction, Support, Movement

Condemn- (800 JP) -Reaction

Counters physical attack by casting Doom upon an enemy. Range depends on weapon equipped.

Defense UP- (400 JP) -Support

Raises Defense for equipped user.

Any Ground- (350 JP) -Movement

Walk easily in any sort of terrain.

Move +3- (800 JP) - Movement

Adds three to current movement range

Reversal

Protect-All - (1500 JP)

Casts protect on all allies; Always has a 75% chance of missing

Shell-All - (1200 JP)

Casts shell on all allies; Always has a 75% chance of missing

Regen-All - (1400 JP)

Casts Regen on all allies; Always has a 75% chance of missing

Haste-All - (1500 JP)

Casts haste on all allies; Always has a 75% chance of missing

Reperation - (2000 JP)

Reduces MP cost on an ally to zero; Wears off after target casts an MP-consuming attack

Even though this character can do all kinds of helpful things, I'd still prefer status effects anyday =P


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It's gonna be a glorious day
I feel my luck can change
Post #42392
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Posted: 12th May 2004 23:19

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Chocobo Knight
Posts: 90

Joined: 31/1/2004

Awards:
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Necromancer

Primary skills – necromancy

Animate skeleton – Changes dead body into a skeleton that will fight for you until the end of the battle

Animate dead –Animates dead body that will fight for you until end of battle

Gargoyle – Turns spirit crystal into stone gargoyle that will fight for you until end of battle

Sacrifice – Removes all hp of adjacent ally unit and heals necromancer and minions by that much (evenly distributed)

Steal soul – Removes all mp of unit and heals mp of necromancer and minions by that much (evenly distributed)

Lobotomy – casts either don’t act, don’t move, paralyze, or silence on nearby unit

Brainwash – invites nearby critical enemy unit

Reaction abilities---

Curse – activated by physical attack – reduces attackers PA by 50% until end of battle

Doom – activated by magic attack – reduces attackers MA by 50% until end of battle

Support abilities ---

Undeath – allows character to use necromancy when not a necromancer

Prevent reanimation – prevents your allies from being reanimated by an enemy necromancer

Movement---

Wake of undeath – leaves a poisonous cloud in squares the necromancer has stopped on

Walk under water – allows the necromancer to walk under water


while i don't have any jp amounts posted you can use your imagination to set what you think is a fair amount

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And when the band you're in starts playing different tunes,
i'll see you on the dark side of the moon....
- Pink Floyd

Eagle may soar, but weasels don't get sucked into jet engines
Post #42458
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Posted: 13th May 2004 16:44

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Cetra
Posts: 2,397

Joined: 22/3/2003

Awards:
Member of more than ten years. Member of more than five years. Winner of the 2005 100k post contest. 
Meh. This sounds interesting.

Dark Knight
Action Abilities - Dark Skill
Darkside - 1/4 HP loss of DK for heavy Damage against one character
Dark Wave - 1/2 HP loss of DK for same amount of Damage against a line (like Earth Wave in one direction)
KamiKaze - dies to hit all enemies for very heavy damage.

Reaction
Damage Share - Randomly splits received damage with non-critical allies
Auto-Kamikaze - When reaches critical after a blow, does Kamikaze automatically.

Support
Equip Dark Sword - New weapon type for DK
Equip Dark Armor - New Armor type for DK

No Movement
For Dark Skill, it is the decrease in Current HP. When they have more HP, the more damage they will do.

Paladin
Action Abilities - Light Skill
Holy Wave - Recovers allies, no MP cost (equivalent of Cure2, must know Cure2 to cast)
Justice - Holy against all enemies, no MP cost (must know Holy)
Set Cover - Always covers certain ally

Reaction
Auto Cure - Like auto Potion, except with Cure, does cost MP (must know Cure to cast)

Support
Cover - Blocks ally in critical within certain range

Movement
Critical Teleport - when ally goes to critical, teleports near him/her

Paladin also has new armor type (Light Swords/Armor), but they cannot be equipped on another job.
Paladin can never use DK's support abilities.

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"I had to write four novels before they let me write comic books."
-Brad Meltzer
Post #42545
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Posted: 13th May 2004 22:31

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Disciplinary Committee Member
Posts: 670

Joined: 10/5/2004

Awards:
Member of more than ten years. Member of more than five years. 
Cool. For me...
8Bit Mage
Action Abilities: Hadouken
Costs ALL MP, dealing massive damage to all enemies. If directed at a "Fighter" class on your own sie, however, it changes into the Fighterdoken, which deals similar damage to one enemy, and teleports the Fighter to the targets' side. This only costs 1/10 of your MP. It CAN be taught to the 'Fighter" class, who will use it as 'Medoken', but the INt score MUST be under 20.
Reactions:
Stabbity- When physically atacked, the Black Mage will hit 5 times.
Movement: Normal.

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Uwao. aooh! I'm Gau!
I'm your friend!
Let's travel together!

Post #42606
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Posted: 14th May 2004 09:38

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Magitek Soldier
Posts: 299

Joined: 11/4/2004

Awards:
Member of more than ten years. Member of more than five years. 
I had a thought to post this topic a while ago, believe it or not. Didn't think anyone would go for it, so I opted out. I suck. happy.gif

Anyway, i had several ideas, but one that sticks to me the most would be Pirate.

This is more a design for an FF5 class, but the Pirate Class has the innate abilities of:

Navigation - superior skills with shiphandling allows the Pirate to travel over water without encountering monsters
Plunder/Pillage - With Plunder, a Pirate can steal twice. When Plunder is upgraded
to Pillage, the pirate steals twice and attacks twice
Money Plus - earn one and a half times as much gold per battle if a Pirate is in your party

Pirates can equip medium armor, rapiers, sabers, and guns.

As for an FF Tactics style class, I guess the Pirate would mainly be an enhanced Thief. Meh...


Another class I came up with was Totemystic. A sort of combination summoner/morpher, the Totemystic calls upon the power of a summoned mosnter and channels it thorugh his own body, essentially becoming a humanoid version of that monster (somewhat similar to the idea of Terra's Esper form (FFVI), but with more forms to take).

Transform Spells use the same list as the summoner, but it takes no MP to initiate the transformation itself.

Depending on what kind of were-summon the Totemystic becomes, the base stats can vary greatly, as do the range of spells. (Think of it like being able to control of summoned monster, as in FFX). Of course, the transformation ends when the fight is over. A level 8 summoner and level 8 mediator are necesary to unlock this class.

Totemystics were simple clothing for armor, and use special artifacts (totems and symbols) in order to attack. Normal attacks will be elemental (or not), depending on the kind of artifact that is equipped. Artifacts have a range of four panels to hit.


If I think of more, I'll post 'em. I had some other good ones but can't think of one right now.



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And behold, I saw a Pale Gaming System, and the name of he who rode it was Squaresoft, and Enix followed him.
Post #42654
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Posted: 17th May 2004 17:23

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Onion Knight
Posts: 35

Joined: 7/5/2004

Awards:
Member of more than five years. 
Chaos Knight ~ A shadowy Knight who seeks to destroy order with otherworldly power. His 'Chaos Sword' makes rifts in the fabric of reality.

Job Command: Chaos Sword ~ Sword skill damages and curses enemies with the power of the beyond.

+- Fractal Sword :: [Speed: Now; MP: 0; Range: 2/Vertical 1; Effect: 1; Adds: Slow]
Thousands of tiny breaks in time gather around a foe, cutting and slowing him.

+- Darkwolf Howl :: [Speed: 20; MP: 0; Range: All enemies; Reduces Brave; No Damage]
The baying of a cursed wolf causes enemies to cower in fear.

+- Rifter Strike :: [Speed: Now; MP: 14; Range: 4 directions; Effect: 1; Adds: Don't Move]
The power of the sword makes a swirling hole in space-time that stops enemies.

+- Chaos Demon :: [Speed: 15; MP: 26; Range: 4/Vertical 3; Effect: 3; Adds: Confuse, Undead, Berserk; No Damage]
A mighty demon from the Abyss causes enemies to lose their minds.

+- Dimension Slash :: [Speed: Now; MP: 0; Range: 3/Vertical 2; Effect: 2; Adds: Stop]
The greatest power of anarchy completely freezes an adversary.

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I can't think of anything to say, really, except... I think it's nice... Ha ha ha!
Post #43037
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Posted: 30th May 2004 19:37

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Returner
Posts: 3

Joined: 30/5/2004


Class Name: Acrobat
uses gymnastics and various martial arts. i don't feel like spending tons of time on this, so just imagine a monk who can do backflips and stomp into an enemy's head in the process. can use knives and gauntlets should be allowed.
best gear: Ehrgeiz gauntlets (weapon) leaves gaping wounds that have enemy losing health as if inflicted by poison
Mystile Armlet (arm-guard) disarm opponent on attack
Feather Boots (shoes)once per battle, teleportation anywhere on map
Exile's Headband (headgear) enables use of darkside attack (from FF8 (you know, life for super uber attack)
Diamont Hiroka (body armor) auto-haste

Class Name: Dragon Knight
special elite class that must be obtained through fighting a dragon and somehow absorbing its soul or some bs. kinda ripped the idea from Neverwinter Nights and Baldur's Gate. wears full plate mail and maces/axes/swords based on type of dragon the knight killed. swift white dragon=swords. strong black dragon=axes. resilient blue dragon=maces. all types of this knight can use shields though when using a two-handed axe or sword obviously you have to revert to arm-guards.
best gear (blue): Shield of the Order (shield) huge evasion bonus
Boots of the North (shoes) nice frost protection
Storm Star (weapon) lightning enchanted
Blue Dragon Plate (body armor) full plate mail
Helm of Defense (headgear) elemental resistance

best gear (white): Saving Grace (shield) various status immunities
Boots of Etherealness (shoes)temporary invisibility
Short Sword of the Mask (weapon) paralyzation
White Dragon Scale (body armor) chain mail
Helm of the Rock (headgear) elemental resistance

best gear (black): Shadow Dragon Scale (body armor) full plate mail
Skull of Death (headgear) crown w/ death resistance
Darksteel Shield (shield) elem. resist n strength boost
Gargoyle Boots (shoes) temporary invulnerability
Axe of the Unyielding (weapon) poison attack and super strength and defense boost

ok give me credit only for the acrobat's gear and class. everything else i ripped from the strategy guide in front of me so yeah.

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It has been said that something as small as the flutter of a butterfly's wings can ultimately cause a typhoon halfway around the world-- Chaos Theory
Post #45277
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Posted: 30th May 2004 20:04

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Cactuar
Posts: 228

Joined: 28/3/2004

Awards:
Member of more than ten years. Member of more than five years. 
Warrior Sage- A combination of a warrior king and a sage king. A class only obtainable through immortality, Knows every spell in existance, has the power of telekinesis, pyrokenesis, telepothy, and mind control and can summon what ever creature it chooses, from a small ant to demons, angels and monsters of unimaginable power. It can also change form into what ever it wants. It is trained in all types of martial arts to the highest degree, and can use any weapon it wants. It is one of the steps to becoming a God. P}{34r the Warrior Sage

This post has been edited by Angry_Lizard on 30th May 2004 20:05

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THE LIZARDSSS SHALL EATSSS YOU
Post #45278
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Posted: 4th June 2004 17:48

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Onion Knight
Posts: 35

Joined: 7/5/2004

Awards:
Member of more than five years. 
Black Knight- Mysterious assassin employed by the Romandan Imperial Kingdom Special Projects division. Has no mercy.

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I can't think of anything to say, really, except... I think it's nice... Ha ha ha!
Post #45998
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Posted: 5th June 2004 11:01
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Returner
Posts: 14

Joined: 16/4/2004

Awards:
Member of more than five years. 
Chaos Monk

a monk with highly advanced physical and magical attacks and when near daeth uses a powerful sord to increase attack and magic by 200%, but only if the ability is known

10000jp-masterattack-knows all attack commands
15000jp-mastermagic-knows all magic commands
20000jp-criticalbreak-when near death, raise attack and magic by 200% with the use of the buster sword



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Quote
Fear only hinders the mind
Post #46080
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Posted: 5th June 2004 16:07

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Cactuar
Posts: 235

Joined: 6/5/2003

Awards:
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here's mine

Kicker
jobs required:
Level 8 monk,
level 6 knight
level 6 theif

Equipment:
Clothing
hats,
shoes (2x)

info: the kicker job is almost like the monk class, except they use their feet instead of their fists.
the "Don't act" status effect has no effect on their ability, but "don't move" disables their kick attacks
This job is a good combo with the monk class.
they have the auto kick ability, but to use it for other classes, they need to get hit by the status problem, "don't act"

Action: Kick arts

Spining kick: (auto rang) (150 JP) damages all surrounding enemies
Fast kick: (1 rang) (200 JP) fast attack and the enemy can't react.
Wave kick (3 rang) (300 JP) medium-range kick skill
high jump kick: (5 rang) (1500 JP) a VERY powerful kick attack.
if you miss, you'll take about 5 points of damage.
Blaze kick (3 rang) (600 JP) Big fire damage to 1 enemy
Lighting kick: (3 Rang) (600 JP) big lighting damage
cold kick: (3 rang) (600 JP) cause ice damage
Hyper Kick: (6 Rang) (1700 JP) has a 50% chance of causing 999 points of damage. if miss, you get 55 points of damage.
Bicycle kick: (8 rang) (1500 JP) attacks enemies with a Stright flying kick.

reaction:
return throw: (600 JP) Trigger: Throw, catch thrown weapon then throws it back at the enemy.
Attack Kick: (600 JP) Trigger: don't act, lets unit attack with their feet instead of their arms.

Support:
two shoes, (500 JP) lets unit equip two shoes even not kickers.

Move:
Move HP & MP up- Restores HP and MP as you walk.


__________________

Post #46089
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Posted: 7th June 2004 16:05

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Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
MERCENARY

I imagine this as a hybrid between a ninja and a thief. If any of you have read David Gemmel's Waylander books, this class is modeled directly after the lead character.

Usable weapons include all knives and crossbows. Usable armor is limited to the same as that of the Monk class. Inherent Two Hands ability when equipping knives instead of crossbows.

Action Abilities- Rouge Arts

Head Shot- Can be used with a crossbow or thrown knife. Range of 5. 50% chance of confusion w/ +20% damage for the used weapon.

Non-Believer- Range of 1. Reduces faith of target to 0. Target can include character.

Hail Storm- Range of 5. Three knives or crossbow bolts can be fired in three opposite directions with +20% to the weapons damage.

Mug- Range of 1. Steals gil from opponent and has 30% chance of causing confusion.

Change weapons- Change equipped weapons on the battlefield.

Reaction

Cut and Run- When attacked, counterattack with equipped weapon and then go into invisible status.

Auto Potion- When attacked (physical attack only), use appropriate potion to cure or cleanse status ailment(if not petrify or confusion).

Support

Attack Up- Increases damage dealt with equipped or thrown weapons.

Ranged Weapon Master- Increases regular attacks from crossbow or thrown knives hit % to 100%

Movement

Move +3

Mountaineer (same as Ignore Height)

Hope yall like this setup. Feel free to criticize or praise, please. happy.gif

This post has been edited by Hamedo on 8th June 2004 12:34

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Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #46313
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Posted: 8th June 2004 12:43
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Returner
Posts: 5

Joined: 8/6/2004


Here's mine.


Class: Adventurer

Descripion: A wise and experienced traveler.

Weapons: all

Armor: all

Accesories: all (gender appropriate)

Command: travel skill

Attack skills:

copy- learns job action from any unit on field- 1000jp

buster slash- draws spirit power for a destructive slash- 300jp

darkness wave- uses dark energy to damage- 100jp

holy beam- uses holy energy to damage-100jp

Reaction skills:

learn- learn action user was hit with. trigger: ability- 1500jp

desparation- triples power and speed of attacks. trigger: critical- 2000jp

Support skills:

level up- gain a level after battle- 2500jp

great gain jp- gain more job poins from attack- 1000jp

adventure- use travel skill regardless of job

unity- all party members gain travel skill during battle- 3000jp

Movement skills:

move +4- move 4 more spaces- 500jp

speed up- increases speed by 5- 200jp

Notes: This class is ment to be powerful yet rely on allies to help them gain power. In order to get all of their skills learned, you must spend a large amount of time developing this character.
Post #46419
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Posted: 9th June 2004 03:26

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Returner
Posts: 10

Joined: 9/6/2004

Awards:
Member of more than five years. 
Demon Knight
Abilities
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main ability Satin's Sword
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Demonaic Lance
quote"Out of the shadows Stab with vengeance"

Death Destructor
Quote"Death wrap your self around you rvictim and dispose!'

I will post more in a minute

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T.G. Cid : Life Is Short, Bury... Steady Sword!!!
Post #46513
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Posted: 16th June 2004 17:00

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Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
Beast Master
Beast Skill:
Tame Beast 500jp Converts a monster to your side.
Summon Chocobo 750jp Summon random color Chocobo to aid in battle.
Summon Ahriman 750jp Summon Ahriman to aid in battle.
Summon Bomb 800jp Summon Bomb to aid in battle.
Summon Dragon 1500jp Summon random color Dragon to aid in battle.
Summon Tiamat 2000 jp Summon Tiamat to aid in battle.

Reaction Skill:
Sacrifice 200jp Split damage with any summoned monster on battlefield.
Counter 200jp Counter with equipped weapon.

Support Skill:
Equip Whip 300jp
Strength of the Bear 400jp Increases PA.

Movement:
Animal Guide 300jp Walk normally on all terrain.

The Beast Master has inherent Monster Skill, and can equip knives, flails, and whips. Whips would start out simple (i.e. leather whip) and progress to things such as chain whips, flame whips, dragonslayer whips... you get the idea. Whips have an attack range of three panels. Shields could be equipped, but armor would be limited to what a Ninja could equip.

This post has been edited by Hamedo on 16th June 2004 17:07

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Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #47771
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Posted: 17th June 2004 08:23

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Dragoon
Posts: 1,897

Joined: 22/12/2003

Awards:
Vital involvement in the Final Fantasy IX section of CoN. Member of more than ten years. Second place in the Final Fantasy Music CoNtest, 2010-2011 Member of more than five years. 
GUNSLINGER
"One who harnesses the devastating power of guns and uses them to shape the enemy ranks, the tides of battle, and even the battle itself."

Prerequisites*:

Master Mediator, Master Oracle, Master Chemist

*Females must also master Geomancer

Weapon(s): Guns
Armor: Clothes
Head: Caps, Hats
Shields: Can't Equip
Innate: Two Guns

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Eagle Eye
-----------------------------


Skill: Search Scope
JP: 400
Range: 8
Other: Must have two guns equipped to use

Search Scope is like the Archer Concentrate ability in that it drastically increases the next command's success, except Contour it would be effective for the next turn. However, if the next action executed was not an offensive action towards the enemy, the effect would last.

Skill: Contour
JP: 1000
Range: Self (Auto)
Can be used without having two guns equipped

This skill would provide the executor a three-turn transparent status. Using the Move command would make it immediately wear off, so this skill would be best used from a vantage point in which there would be no need to move.

Skill: Impair Focus
JP: 750
Range: 8
Must have two guns equipped to use

This skill utilizes the oracle skillset that is needed to reach the job. Instead of the usual of shooting one character with two guns, this skill would let the character shoot two different targets with two guns. The catch is that it only deals status effects, but they are ones that have been learned before.

Chance of Success = (Level - 55) + (Speed - Movement)


Skill: Downward Spiral
JP: 1400
Range: All enemies

This skill would allow any status ailment inflicted on the character to be immediately branded on every enemy as well (except those with defensive measures against the status). The status effect has to be cast by the enemy, however. Using an ally would only effect the character and would not set off the skill.

Skill: Earth Opiate
JP: 1000
Range: Auto (Enemy)

This can only be done after sacrificing two turns. For each differing height the enemy characters stand on, that height would turn into poisonous swampwater. The only evasive maneuver around it is the Float movement skill and Feather Boots. This effect will remain on the field for the remainder of the battle and it will effect all characters who come in contact with it.

Skill: Great Divide
JP: 1000
Range: Auto
Cannot be used without two guns

The full effect of two guns cannot be done without this skill. By sacrificing 50% of one's maximum HP, a large gap can be created by the user caving-in the ground. As long as the ground is even, the user can create a gap that has a length of X and a width that is always 3. The length is determined by the amount of even ground.

Skill: Planet Veil
JP: 1400
Range: 8 ; effect is variable
Cannot be used without two guns

In addition to inflicting earth damage on a single enemy, the executor of the attack can form two rock masses on the field. These rock masses will be endowed with 300 HP and have no attack of their own, but they do absorb earth elemental skills. If the structures are attacked with a gun, they are destroyed immediately. There can never be more than four structures on the field as well.

Skill: Electric Trigger
JP: 1500
Auto: Variable

The user sacrifices 25% of the maximum HP (for remainder of battle) to counter an enemy's weapon attack of the user's choice. The enemy has to have a long-range weapon, however. The counter's damage is x1.25 in addition to any other ATK-upping skill on the character.

Skill: Rifle Break
JP: 400
Range: 8, enemy only.

If the target has a gun as a weapon, they are immediately disarmed (weapon taken off; not destroyed) regardless of Maintenance or any other defensive measure.

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


Auto-Reload - 700 JP

Activated by physical attacking. From then on, every third turn the user auto-accumulates (ATK +1), regardless of weapon equipped. Having two guns equipped does not double the effect.

Quicksilver - 1200 JP

If this is the chosen reaction skill of the character, when the character is targeted and one-panel space away from another enemy, the character may switch places with that enemy and escape the brunt of the attack. This can only be activated by physical attacks.



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Support Skills
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Crocodile Tear - 350 JP

When attacked by a skill of elemental properties, that attack has a 25% chance of missing automatically in addition to the measures taken already.

Shadow Snipe - 800 JP

When the character inflicts a critical hit, he/she becomes transparent.

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Movement Skills
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Forceful Exit - 550 JP

The character equipped with this can use enemies as stepping stones to reach larger heights.

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It's gonna be a glorious day
I feel my luck can change
Post #47931
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Posted: 17th June 2004 13:17

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Magitek Soldier
Posts: 301

Joined: 1/4/2004

Awards:
Member of more than ten years. Member of more than five years. 
"By devising complicated techniques, this genius manipulates the battle."

Prerequisites: Master Calculator, Master Geomancer, Master Ninja, Master Ora"le, Mas er Mediator

E uipment: Can equip anything, even f!male only items!

Strategistics
Bully Toss Sometimes the best projectile is the enemy! Pick up and throw enemy at target. Damage depends on enemy mass.
JP: 600
Range: , vertical 2; 8, vertical 7
Effect:


Sidewinder Rather than fight linearly, this skill acts like Earth Slash, but from a selected secondary point.
JP: 1000
Range: 4 directions, 2 directions
Effect: 8, vertical 4

Party Crasher Although aimed at one target, damage i2 felt by all the enemy, regardless of their defenses.
JP+ 1800Range: 1, vertical 2
Effect: All enemies

Diomedian Clock In the crudest sense, this is a summon. The summon presides over the battle and generates random phenomena whenever someone acts.
JP: 3000(br>Range: Auto
Effec`: Rest +f battle

Doubtful Dodger The strength .f this skill depends on it being avoided. With each instance it's c+nsistently dodged or bl.cked, it multiplies the next sure hit by 2x in power.
JP: 2200
Range: 1, vertical 4
Effect: 1

Bear Trap It's big and nasty... Don't step on it! Damage based on physical stats.
JP: 1400
Range: Auto
Eff!ct: 1

Grappling Hook I0's purpose is not i* long range attacks, but in moving the *pponent to you!Try it at th$ edge of a pit...
JP: 1900
Range: 8, vertical 8
Effect: 1

Buildi*g Block If you ever need!d a wall or stepping stone, this is it.
JP: 2100
Rang$: 1, vertical 3
Effect: 1

Dummy Similar to Building Block, yet this one moves rando(ly.
JP: 3200
Range: 1, vertical 3
Effect: 1

Minion A battlefield trump card, deploy your "ery own minion that follows orders and cts like an actual ally! Monster deployed depends on stats...
JP: 6000
Range: 2, vertical 6
Effect: 1

Reaction Skills

Sidestep Whenever physically attacked up close, character steps to the side tile to avoid attack completely. If n* side tile available, character steps b0ck. If no free tile is vailable...
JP: 1900

Pothole Whenever physically attacked up close, character causes enemy to sink deep into th$ ground just before the attack hits. If the enemy can't reach, no damage. If the enemy can reach, it's reduced damage. Hole fixes afterwards.
JP: 1600

Mirror Any attack done to character is reflected off, but absolutely hits nearest enemy.
JP: 2400(br>
Support Skills

Infallible All focms of attack never miss. Each attack, therefore, costs 20 MP to fuel. With no MP, the skill starts taking 200 HP.
JP: 40d0

Morale At the start of every turn, all allies and self are healed by 100 HP.(/i>
JP: 5500

(b>Steadfast
Move and attack twic per turn.
JP: 12000

Movement Skills

Malevolence ach step taken causes 20 HP of damage to all enemies.
JP: 6300

Magic Edge Allows character to walk off edge of map and appear on opposite side *f map.
JP: 1300

Minefield All steps taken deposit mines that deal 150 HP damage when stepped on. Steppi*g on multiple mine tiles accumu(ates damage.
JP:42000

PF Flyer alk and stop on any terrain. Gain +2 Move and Jump. Traps have no effec .
JP: 11000
Post #47964
Top
Posted: 17th June 2004 13:27

*
Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
Shotgunnova... I LOVE 0he idea of a Gunslinger class. I think you did an amazing job with it, too. I've been wanting to put one together for some time now for this forum, but you beat me to it. tongue.gif> I'm going to go ahead and throw min out he6e anyway, though... I like your design because of the Geomancy kinda feel of the skillset. Mi*e is going to focus mor on jus% the guns themselves. Sreat job!

Gunslinger

Sharpshooter
Leg Shot: Inflicts Don't Move status. One gun only.
J: f50
Range: 8

Arm Shot: Inflicts Don't Act status. One 2un only.
JP: 250
Range: 8

Head Shot: Normal damage from att%ck, plus 50% chance of inflicting Confusion. One gun only.
JP: 400
Range: 8

Dead E8e: If two guns are equi$ped, tafget two enemies and attack on the same turn with one gun on each.
JP: 600
Range: 8 (for two seperate targets)

Death Dealer: Attack for amou*t of damage equal to Gunslingers maximum HP. Always has 30% ch%nce to hit, ignoring all defens(ve measures.
JP: a1000
Range: 8

Battlefield Surgeon: Effective for the character or one pane- distance from him. Same effec0 as the Squire's Heal, but adds 70hp as well.
JP: 400
Range: 1

Reaction

Quick Draw: Simil r to Hamedo. If targeted for physical %ttack, the Gunslinger attacks first. If targeted for a ranged attack from Archers or magic and within the guns range, 2ame effect. If targeted for a charged attack, same effect, though it w(ll not disrupt the targ ts chargetime.
JP:Range: 8

Blood Money: If an attack pdts the Gunslinger in critical HP, Gunslinger automatically counters with a physical attack if w(thin guns range.
JP+ 400
Range: 8

Support
(br>C.ver and Shadow:
JP: 700

Way of the Gun: quip two guns
JP: 1000

Movement

Move +p, Speed+1
JP: 600

Traits

The Gunslinger has inherent Two4Guns. He can equip clothes, caps, and hats. His character on the battlefield would have a flowing bro3n trenchcoat, faded blue jeans, an old, worn cowboy hat, and a gunbelt across his hips.1 Extremely cool.

This post has been edited by Hamedo on 18th June 2004 19:00

--------------------
Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #47969
Top
Posted: 19th June 2004 05:21

Group Icon
Returner
Posts: 12

Joined: 16/6/2004


Quote (kynto @ 5th June 2004 06:01)
Chaos Monk

a monk with highly advanced physical and magical attacks and when near daeth uses a powerful sord to increase attack and magic by 200%, but only if the ability is known

10000jp-masterattack-knows all attack commands
15000jp-mastermagic-knows all magic commands
20000jp-criticalbreak-when near death, raise attack and magic by 200% with the use of the buster sword

aint that a bit HIGH for jp?

well anyway my dude would be a Sniper

Acquirements-lvl8 archer*mastered* lvl8 chemist*mastered*

Sniper Skills-

Snipe 1-jp 50,similar to charge, gets more powerful.Range-The Map
Snipe 2-jp 150,simliar to charge, gets more powerful.Range-The Map
Snipe 4-jp 250,simliar to charge, gets more powerful.Range-The Map
Snipe 6-jp 400,simliar to charge, gets more powerful.Range-The Map
Snipe 8-jp 600,simliar to charge, gets more powerful.Range-The Map
Snipe 10-jp 800,simliar to charge, gets more powerful.Range-The Map
Snipe 20-jp 1000,simliar to charge, gets more powerful.Range-The Map
Aim Legs-jp 300, makes victim unable to move. Can't Move.Range-The Map
Aim Arm-jp 300, makes victim unable to attack. Can't Act.Range-The Map
Aim Head-jp 500,makes victim unable to use magic and has chance of Confusion.Range-The Map
Grenade-jp 500,throws a small explosive,may be small but it aint weak.Range-8

Reaction Skills-

Counter Shoot-jp400,if hit by anything from a distance, the sniper will attack and will do half the damage done.

Kamikaze-jp 800,if at very low hp,the sniper can choose if he wants to blow him self up,this move will also make 5 squares around him instantly turn into desert and kills anything on the 5 squares.Does not work on bosses


Support Skills-

Concentrate-jp 1200,makes sniper have 100% accuracy for every hit

Equit Rifle-jp 600,Equips a Rifle reguardless of job

Hide-jp 650, makes the Unit harder to hit

Movement Skills-

Move+3-jp 400


Looks-

Wears a camoflague colored clothes,wears a hat made of dirt and grass, has green jeans, and has camoflague colors on face.

Weapons-

Rifles *they arent in game but i made them up*

Clothes-

Anything thats not armor

i think me,hamedo and shotgunnova have the best classes!
Man i would love this character if fft had them. happy.gif laugh.gif

This post has been edited by Sotel on 19th June 2004 05:29
Post #48307
Top
Posted: 19th June 2004 06:18

*
Chocobo Knight
Posts: 94

Joined: 1/6/2004

Awards:
Member of more than ten years. Member of more than five years. 
I suck at this but here goes:

Controller-A powerful knight seeking the most powerful soldiers to make a devastating army.

Act-Control Inherit-Train
Action skills

Distract 300 JP[Range:9 Effect:All Add:none]

Distract an enemy if ally is critical,forcing every enemy to attack the user.

Take Over 400 JP[Range:4 Effect:1 Add:Inherited]

Take over an enemy's body with the power of the ghosts for 1 turn.

Force 400 JP[Range:3 Effect:1 Add:Invite]

Force an opponent to join user's army with treacheous beatings and curses.Always leaves HP to 1.

Im not done yet, i'll post more later.


--------------------
"...But we will succeed. We pride ourselves in making the impossible possible."
Post #48317
Top
Posted: 19th June 2004 06:40

Group Icon
Returner
Posts: 12

Joined: 16/6/2004


well sounds like a cool job,well heres another of my L337 new jobs,

Bomber!

RequirmentsLvl8 mediator*mastered*,lvl8 squire*mastered*,lvl8 oracle*mastered*,lvl8 Calculator*mastered*,lvl8 knight*mastered*..might sound impossible but it can be done with alot of training.

Bomb Skills-

Lvl1 bomb-jp 100.small bomb. damages a small area.Range-3
Lvl2 bomb-jp 200.small bomb. damages a small area.Range-3
Lvl5 bomb-jp 400.larger bomb.damages a bigger area.Range-5
Lvl7 bomb-jp 600.stronger bomb.damages Large area.Range-7
Lvl9 bomb-jp 800.Ice Bomb.damages small area with chance of Stop.Range-4
Lvl10 bomb-jp 1000.AKA Strong Bomb.damages large area with large damage.Range-8
Napalm-jp 700.deals very large amounts of damage,causes oil and poison to survivors.Range-7


Reaction Skills-

Bombs Away!-jp 700,throws several bombs at enemies when at low hp.

Kamikaze-jp 700,blows up the bomber and all things in reach of 5 squares,and turns squares into desert terrain,doesnt work on bosses.


Support Skills-

Use Bombs-jp 600,lets unit use bombs reguardless of class.


Movement Skills-

Move+2-jp 250,yay!i get to move a lil farther!:D


Looks-

Dressed in a large trenchcoat with lots of little pockets,wears a hat,looks like a streaker lol.

Weapons-None

Clothes-Anything cept armor


Hope ya like my 2nd creaton!:D o btw bombs are stuff u can buy but not equip.*there arent any bombs in the real fft*
Post #48322
Top
Posted: 19th June 2004 12:55

*
Dragoon
Posts: 1,897

Joined: 22/12/2003

Awards:
Vital involvement in the Final Fantasy IX section of CoN. Member of more than ten years. Second place in the Final Fantasy Music CoNtest, 2010-2011 Member of more than five years. 
Thanks from before for the kind words, Hamedo. I'm sure you guessed that guns are one of my favorite weapons, so that's kind of what I deal with. Anyway, I got another one:

Stasis Knight

"A sword mage whose has deep influence over space and time, but pays the price for knowing the words of the heavens."

Prerequisites: [Master Time Mage][Master Oracle][Master Knight][Lv. 4 Monk]

Weapons: Swords, Knight Swords, Katanas
Shields: Any
Head: Helmets, Robes
Armor: Heavy armor, Robes
Accessory: Any excluding perfumes
Innate: Slow, No Attack Command, Recharge (skip next action turn after skill use)

-------------------
DELAY
-------------------

Skill: Solid Sword
JP: 600
Range: 5 (single enemy)
Must have a sword equipped

"Solidifies the enemy to the ground by increasing the earth's absorbtion rate."

Inflicts "Don't Move" status on an enemy. Ignores status-guarding equipment.


Skill: Sink Sword
JP: 750
Range: 5 (single enemy)
Must have a sword equipped

"Compresses and redirects the flow of time elsewhere in conjunction with incrased gravitational pull"

Inflicts "Stop" status on an enemy in addition to lowering the grid location beneath the enemy by 5H.


Skill: Snake Sword
JP: 400
Range: 5 (single enemy)
Must have a sword equipped

"Slowly coagulates the blood within the enemy to decay the enemy from inside out."

Inflicts "Poison" status on an enemy as well as turning the grid location beneath the enemy into a poison marsh which poisons anyone who further comes in contact with it.


Skill: C-Sword
JP: 1000
Range: 3 (5 x 1 target panel; Vert. Limit = 3)
Must have a katana equipped

"Damages the enemy's brain center that controls decisions."

In addition to piercing a five-line radius from the user for physical damage, there is always a consistant 25% chance of inflicting "Confuse" and "Berserk" status.


Skill: Cross-delay
JP: 1000
Range: 5
Must have a katana equipped

"A sword technique that uses a katana to expel a life's essence."

Attacks an enemy for ((Current HP * 3/4) + (Level *4/3)) damage. If the target has any equipment that increases speed, it is disarmed (taken off; not destroyed)


Skill: Galaxy Stop
JP: 2000
Range: Auto (all enemies)
Must be unarmed to use

"Uses the astronomical power of the Zodiac to paralyze and desist all enemies from further actions"

Inflicts "Don't Act" (75%), "Don't Move"(75%), and "Stop" (50%) on all enemies.


Skill: Haste III
JP: 100
Range: 4

"A permanence granted through decreased time passage to prolong effects."

Inflicts "Haste" on a target(s); Speed = 75


-------------------
PARADOX (secondary skillset)
-------------------

Skill: Third Eye
JP: 1000
Range: Auto (self)

"Increases power through an intensified medidation-like state of mind."

Increases magical and physical power by one point.


Skill: Circumvent
JP: 1200
Range: Auto (self)

"Clairvoyance allows user to have consecutive turns."

When activated, the user's fifth turn will come immediately after his fourth.


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

Reparation

When attacked by a skill that inflicts a status effect, inflict it on the enemy and heal them by (User's Level * 3/2)

Penalty Box

When physically attacked by an enemy and the attack succeeds, the "Attack" command is gained the following turn while disallowing the enemy who attacked the command.

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

Boost

Raises the user's speed by three points.

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

NONE


Note1: Paradox and Boost are usable only with their natural class (Stasis Knight)
Note2: Auto-Slow overrides any equipment's status that would otherwise change it.
Note3: Penalty Box does not work when an ally attacks the user, except for when an ally is inflicted with "Confuse", "Charm", or "Invite".

This post has been edited by Shotgunnova on 19th June 2004 13:05

--------------------
It's gonna be a glorious day
I feel my luck can change
Post #48329
Top
Posted: 20th June 2004 03:17

*
Returner
Posts: 19

Joined: 20/6/2004

Awards:
Member of more than five years. 
Dragonic Knight
"A knight who is loyal beyond all means. He uses the spear to defend friends and allies. His Lance ability brings out the true soul of the spear."
Prerequists: None (HA! I'll join your team when I'm damn ready to.)

Hands: Spears, Knight Swords, Shield.
Head: Caps and Helmets.
Body:Armor and Robes.
Accessories: Braclets, Gloves, Boots, Mantles.

Lance: Dragonic Knight command. Protects Allies and self with Superiour Spear Ablities.Unusable without spear

Action Ablities:

Soul Transfer: Completly heal allies by transferring soul energies to them.
Range: Vertical 8 Horizontal 8 SP:00 JP: 100
Lose HP equal to amount of HP to heal.

Dragon Lance: Attack an enemy with Dragonic energies to absorb HP and MP!
Range: Vertical 0 Horizontal 5 SP:00 JP: 250

Soul Cure: Sacrifice a small amount of HP to cure any Status effect!
Range:Vertical 1 Horizontal 1 SP:00 JP:300
Lose a tenth of HP when used

Soul Scale:Sacrifice a small amount of HP to add Protect,Shell, and Reflect to all allies.
Range: Auto(All Allies) SP:00 JP:400
Lose a tenth of HP when used

Dragon Eye:Rip into the confines of an enemy's soul to cause a random status effect.
Range:Vertical 5 Horizontal 5 SP:00 JP: 500
Add: Slow, Don't Move, Don't Act, Poison, Oil, Stop, Death Sentence, Darkness, Frog, Silence, Innocent, Petrify, Blood Suck, Zombie.

Soul Lift:Sacrifice a small amount of HP to uplift allies spirts.
Range: Auto(All allies) SP:00 JP:650
Add: Haste, Regen, Reraise
Lose a tenth of HP when used

Dragon Paw: Critcal an enemy and knock them back, Non-Lethal and can't be used to kill an enemy.
Range: Verticle 1 Horizontal 1 SP:00 JP:700

Soul Magic: Sacrifice a large amount of HP to Power up allies
Range:Auto(All Allies) SP:00 JP:800
Lose half of HP when used

Dragon Claw:Concentrate energies to create a deadly and powerful attack!
Range:Depends on weapon SP:00 JP:900
Add: Death

Soul Dragon: Sacrifice Self to Summon the Soul Dragon!
Range: Auto(All Allies) SP:00 JP:1000
Add: Raise, Reraise, Haste, Shell, Protect, Float, Reflect, Faith.
Kills self in order to completely heal allies HP, Raise them from death, and cure of all status effects, very good when in a pinch!

Dragon Soul: Attack using the soul of the ultimate dragons!
Range: Depends on Weapon SP:00 JP: 2000
Add: Death

Remember, when I say all allies, that dosen't include himself!
Reaction ablities:

Dragon Defense: When attacked, attack all around you! Trigger: Physical attack
Soul Defense: When attacked, Heal half the damage Trigger: HP damage

Modifiers:
Gained EXP up: Gain more experince from same experiences
Gained JP up: Gain more JP during battle
HP up: Increase amount of HP by 20%

Movement:
Fly: Allows you to fly over obstacles and enemies.
Ignore Move: Gives you unlimted Movement...

This post has been edited by Whitestripedfox on 20th June 2004 03:23

--------------------
"God is nothing but an image created by insecurity..."
Wiegraf, when joined with Lucavi...dosen't matter now, he's dead.
Post #48406
Top
Posted: 20th June 2004 20:26

*
Chocobo Knight
Posts: 82

Joined: 5/6/2004

Awards:
Member of more than ten years. Member of more than five years. 
my character:celestrial seprahim-sephiroth attacks:reverse end:kills evrything behind me.seprahim shower:allows my damage to go over 99999.nova flare:evrything in my close range instantly dies,and evry other enemie gets masive damage.sumoners arts:summons ruby,emerald,diamond,ultima,saphire(the one attacking junon)weapons to fight at my side.and as last desert glacier puts evrybodys hp to 1 mp to 0 gives all bad status effects and dispels any positive status.

--------------------
This is my shrine to my enternal love,Yuna.if u wanna see it,click HERE .And i like con.btw i hate sex.but thats just a opinion.(i have to say it is to stay unbanned).

And...I LOVE YUNA!!!!!

Signed,Koji,destroyer of hentai.
Post #48439
Top
Posted: 21st June 2004 05:32

*
Dragoon
Posts: 1,897

Joined: 22/12/2003

Awards:
Vital involvement in the Final Fantasy IX section of CoN. Member of more than ten years. Second place in the Final Fantasy Music CoNtest, 2010-2011 Member of more than five years. 
EMPOWERER

“An supplier of health whose altruistic motives are helpful in any situation”

Prerequisites: Master Knight, Master Oracle, Master Time Mage, Fight 200 Oracles and Knights.

Weapons: Sticks, Staves, Dictionaries
Shields: No
Head: Caps
Armor: Heavy Armor, Robes
Innate: Haste, Two-turn Don’t Move status

---------------------
EMPOWER
---------------------


Skill: Fortitude
JP: 1000
Range: 4 [Single Ally]

“A sacrosanct rite that raises the target’s brave by expending one’s own brave.”

Permanently increase a target’s brave points by ten by permanently sacrificing twenty of the user’s own brave points. If the user’s brave points are depleted, self-crystalization occurs.


Skill: Mind Link
JP: 1200
Range - 4 [Single Ally]

“A selfless deed that occurs when two minds join as one.”

Double an ally’s max HP by sacrificing three-fourths of the user’s max HP. The limit for HP is 999 and the effect of Mind Link wears off after battle.


Skill: Sanctify
JP: 1400
Range - 4 [Single Ally]

“A holy reasoning perpetrated under the hand of a willing sacrifice.”

Temporarily doubles an ally’s magic attack stat or magic points by sacrificing all of the user’s magic attack stat or magic points.


Skill: Suffer
JP: 1600
Range - 4 [Single Ally]

“Purifies another’s body by channeling the impurities into one’s own.”

Heals an ally of status ailments by shifting them onto the user. This works for all status effects excluding Dead, Invite, and Charm.


Skill: Endow
JP: 1800
Range - 4 [Single Ally]

“Self-penalization allows for a technique to transfer elsewhere.”

Allows an ally to gain a technique from the user’s secondary skillset in exchange for the user being unable to use any skill from that skillset for the rest of the battle. The exchanged skill is moved into the target’s primary skillset. If the transferred skill is already found on the target already, the target is KO’d.


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


Drop-Off

When knocked out by a physical attack, revive with 1 HP after sustaining the damage and knock out the one who dealt the deathblow, no matter his/her field position. If knocked out by a magical attack, the attacker’s HP is brought to 1 but the user is not revived. If knocked out by a status effect, on the turn in which the user would crystallize, he/she will revive at half HP and will gain an inherent immunity to the status ailment which killed him/her. If knocked out by a field trap, the user crystallizes automatically.

Augment

When HP damage occurs, the user is cured in increments of 5 (PA + MA) each turn until HP is full once again. Once HP tops off, the user must select one enemy on the field and heal him/her (even if it does nothing) by the total amount of HP regained through Augment’s power divided by five.

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


Equip Stick

Allows any class to equip sticks.

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


Interception

Increases the user’s movement range by two and increase the user’s movement or jump by one each time the user is knocked out. Allies cannot activate this effect.[/color]


--------------------
It's gonna be a glorious day
I feel my luck can change
Post #48494
Top
Posted: 21st June 2004 16:12

*
Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
Psionic

Skillset- Mind over Matter *Psionic attacks do not use MP
-----------------------------------
Mind Control
JP: 300
Range: 5
50% chance of converting enemy unit to your side. Unit will not join you after the battle.

Telekinesis
JP: 350
Range: 5
Removes, not destroys, targets armor, accessory, headgear, or weapon(s). Psionic has choice of what he wants to remove.

Kinetic Push
JP: 350
Range: 5
Blunt force genertaed by Psionic slams into target.

Pyrokinetics
JP: 400
Range: 7
Casts Flare on target or targeted ground.

Lobotomy
JP: 400
Range: 5
Casts Confusion, Death Sentence, and Berserk on target.

Essence
JP: 450
Range: 5
Completely restores targets MP.

Mind Quake
JP: 1000
Range: Entire battleground, in four straight directions from caster.
Mind blast emanates from Psionic in four directions and affects all panels, regardless of geography. Reduces Psionic's HP to 1 and puts any affected target at the maximum amount of HP they are allowed to have in critical condition.

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

Altered Transport
JP: 450
When hit, Psionic teleports up to 6 panels away from current location. Psionic can choose the panel.

Devious Mind
JP: 500
When hit, Psionic halves damage with all enemy units. For instance, if the Psionic is attacked for 200hp, he only takes 100, and all enemy units take 100.

Psychic Barrier
JP: 550
When hit, Raise 2, Shell, and Wall are cast on Psionic.

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

Equip staff
JP: 200
Equip staves.

Weakest Link
JP: 350
Never miss Psionic attacks.

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

Teleport
JP: 350

Equipment
----------------

Head: Hats, Caps
Body: Clothes, Robes
Shields: All
Accessories: All
Weapons: Staff

This post has been edited by Hamedo on 22nd June 2004 19:32

--------------------
Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #48516
Top
Posted: 22nd June 2004 15:37

*
Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
Cyborg
-------------------------------

Action Abilities- Spark
------------------------------------------

Shock Burst
JP: 400
Range: 4
Metallic tentacle shoots from Cyborg's forearm and wraps around target, delivering a 100,000 volt shock. Causes damage with a 30% chance of sleep.

Laser Eye
JP: 350
Range: 6
A ruby colored laser emanates from the Cyborgs eye, dealing fire damage to the target.

Buzz Drone
JP: 600
A small flying shere ejects from Cyborg's back and moves to the panel directly behind him. The drone becomes a controlable character at this point, but has no actions other than move and wait. When moved to a panel that is within 2 panels of an enemy target, the drone explodes. Drone has only 10 HP.

Assimilate
JP: 450
Range: 1
Attack target and cause damage, plus a 30% chance of inviting them to join your team.

Prism Effect
JP: 700
Induce transparent status.

Efficiency
JP: 650
Increase Brave, Speed, and PA by 5.

Self-Destruct
JP: 700
Range: 5
If this action is chosen, an internal timer starts. Once chosen, it cannot be reset. At the end of the Cyborg's next turn he will self destruct, affecting 5 panels in every direction.

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

Adaptation
JP: 700
When attacked succesfully, Cyborg attacks back with the same method. This is not limited by weapon types or magic.

Backup Generator
JP: 650
When critical or knocked out, HP will be raised to full amount. (only once per battle)

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

None

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

C-4
JP: 650
Every panel the Cyborg stops on has an explosive charge that will go off if an enemy unit goes across or stops on it.

Traits
-----------------------

The Cyborg cannot change classes or equip any weapons or armor. His base attack is his fists, with two attacks on his turn. He has permanent 0 Faith, and is immune to all status effects. He has a massive amount of PA and HP.

On the battlefield, I see him looking alot like a beefed up version of Kano from MK III, except maybe with some added tubing and cables running from his arms into his sides, head into back, and so on.

Story-wise, he comes into the story once you get Serpentarius from Elidibs and go to Goug. Besrodeo and Mustadio (IF he's still in your party) examine the stone, and it reacts with a metal coffin-looking vault found in drift #24. It opens, and the Cyborg emerges from cryo-freeze. He joins your party with the name, appropriatly, of 24.


--------------------
Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #48703
Top
Posted: 24th June 2004 02:24

*
Lunarian
Posts: 1,207

Joined: 23/6/2004

Awards:
Member of more than ten years. Member of more than five years. 
Class: Black Heart

Equipment: Weapons- Swords, Daggers, Ninja Swords, Katanas, Knight Swords
Head Gear- Hats. Body Armor- Clothes and Robes

Action ability: No Mercy

Blade Stag- Attack (double damage) with a random elemental or status attack. 6 MP, 0 Speed, Range/ Effect (Attack range/effect) 150 JP

Fear Factor- Inflict all statuses (except death, stop, and petrify) on a group of enemies. (ineffective to allies) 16 MP, 25 Speed, Range 4-Vertical 3 300 JP

Devil's Deal- Darkness-elemental magic damage. (High Level) 36 MP, 20 Speed, Range 4-Vertical 3 890 JP

Heart Attack- One enemy executes Kamikazee- sacrifice for deal massive damage against nearby characters. (Ineffective to "caster") 99 MP, 0 Speed, Range 1-Vertical 0 1000 JP


Reaction abilities: Auto-Guard- When attacked (by magic or physical), cast Protect, Shell, and Reflect. 250 JP

Support abilities: Blade Equip- Can equip swords, daggers, Ninja swords, katanas, and Knight swords regardless of job. 500 JP

Movement abilities: Move+4- Increases Movement range by 4. 1500 JP
Jump+4- Increases Jump elevation by 4. 1500 JP

This class's appearance is in long hair, black cloaks, fair skin complexion. This would be, I think, more of a special/unique character than a character class.

This post has been edited by FabulousFreebird on 24th June 2004 02:26

--------------------
"Thought I was dead, eh? Not until I fulfill my dream!"
Seifer Almasy


"The most important part of the story is the ending."
Secret Window


"Peace is but a shadow of death."
Kuja
Post #48979
Top
Posted: 24th June 2004 20:35

*
Dragoon
Posts: 1,897

Joined: 22/12/2003

Awards:
Vital involvement in the Final Fantasy IX section of CoN. Member of more than ten years. Second place in the Final Fantasy Music CoNtest, 2010-2011 Member of more than five years. 
I like the ones you guys have done, particularly that C-4 skill. I've always had a fondness for messing around with movement and jump. =p

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

INHIBITOR

"A vile creature whose breath can cause decay and erosion"

Prerequisites: None; Inhibitors are monsters

Weapon: No
Shield: Yes
Head: No
Armor: No
Accessory: Yes
Inherent: Abandon, Cannot Enter Water, Ignore Height

-----------------
Toxin
-----------------


Skill: Black Breath
JP: N/A
Range: Auto (1x5 panel in front of user's direction)

"Putrid breath causes the landscape to secrete poisons"

Causes an area of up to 5 squares to be turned into "Poison Marsh"; the ground affected will poison anyone who steps in it and decrease their movement by 1.


Skill: Sinkhole
JP: N/A
Range: Random (3 panels)

"Stomps the ground to destroy ground"

Causes three random 1x1 panels to become "Darkness"; The ground affected cannot be stepped on in any situation except by the magic "Float" or Feather Shoes.


Skill: Red Eye
JP: N/A
Range: Auto (3x3 panel)

"Bores holes in the earth with hellish eyes"

Causes a 3x3 panel to become filled with lava; The ground affected cannot be walked on without aid of Float, Feather Shoes, Any Ground, or Walk on Lava.


Skill: Revert
JP: N/A
Range: Auto (2 panels, anywhere)

"Inhibitor magic repairs earthen wounds"

Two panels that have been changed during battle can be changed back to their state at the battle's start. Skill-overlapping does not affect this skill.


-----------------
Reaction, Support, Movement
-----------------


Move +1

Increase movement by one.

==========================

Note1: There is no vertical limit to any of the skills. Differing heights are still affected regardless.

Note2: There is no damage done to enemies if hit with the skills, but there are consequences; Black Breath inflicts instant death, Sinkhole removes an enemy from play, and Red Eye makes for Don't Move, Don't Act, and Stop all at the same time.

Note3: Inhibitors, though monsters, can equip accessories and shields. [/color]

This post has been edited by Shotgunnova on 24th June 2004 20:42

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It's gonna be a glorious day
I feel my luck can change
Post #49099
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Posted: 25th June 2004 15:13

*
Cetra
Posts: 2,336

Joined: 1/3/2004

Awards:
Member of more than ten years. Member of more than five years. Third place in CoNCAA, 2007. First place in CoN Fantasy Football, 2007. 
Second place in CoN Fantasy Football, 2008. 
Blade Dancer
--------------------------------

"A physically perfect warrior, he is a master of all blades"

Razor's Edge
----------------------

Lunge
JP: 250
Range: 2
Bladesman lunges forward one panel, attacking a target that was previously two panels away. After attack, Bladesman stays on the panel he lunged to.

Disarm
JP: 350
Range: 1
Disarms target with superior swordsmanship.

Zen
JP: 450
Range: 1 (in two seperate directions)
Attack two seperate targets that are immediately adjacent to the bladesman.

Dancing blades
JP: 550
Range: Battlefield
Blade Dancer begins an intricate kata with his blades. The pattern twirls and flashes faster and faster, confusing, intimidating, and delaying all enemy units. This action acts the same as a Dance or Song. He must continue the Blade Dance to continue the effect. Causes Confusion, Slow, and -5 Brave on targets every turn.

Critical Pierce
JP: 400
Range: 1
Blade Dancer pierces target's liver, causing toxins to pollute his body. Causes damage and Poison status.

Beheading
JP: 550
Range: 2
With a wide, sweeping stroke, The Blade Dancer aims for the neck of the target. Normal damage, plus a 30% chance of causing instant death.

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

Wall of Steel
JP: 450
If attacked physically, there is only a 5% chance of success.

Liquid Blade
JP: 600
If attacked succesfully, Blade Dancer counters and then goes into Transparent status.

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

Body and Soul
JP: 1500
Equip two swords with Two Hands effect on both.

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

Physical Perfection
JP: 1500
Move +1, PA +1, Speed +1

Equipment
--------------------

Head All hats and caps.

Body All clothes and robes

Shields None

Accessories All

Weapons All knives and swords

Traits
--------------

Inherent Two Swords. Huge PA boost, but average HP and almost nonexistent MA.


This is the character Orlandu should have been, in my eyes. A master of any blade he picks up, but not with all of the magical effects and whatnot. Simply a master of all blades. I envision him with a tight black body suit on, with no head or face covering. He has a scabbard on his back with a sword in it, two scabbards on his hips with swords in them, and a bandolier across his body with three small knives on it. Sort of like an unhooded Snakeyes, for all you oldschool GI Joe fans out there.



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Join the Army, see the world, meet interesting people - and kill them.

~Pacifist Badge, 1978
Post #49223
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