Posted: 12th May 2004 08:56
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Dragoon Posts: 1,897 Joined: 22/12/2003 Awards: |
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 -------------------- 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: |
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 -------------------- 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: |
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. -------------------- "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: |
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. -------------------- 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: |
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.
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. -------------------- 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: |
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. -------------------- 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. -------------------- 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: |
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 -------------------- 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: |
Black Knight- Mysterious assassin employed by the Romandan Imperial Kingdom Special Projects division. Has no mercy.
-------------------- 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: |
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 -------------------- 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: |
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: |
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. This post has been edited by Hamedo on 8th June 2004 12:34 -------------------- 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: |
Demon Knight
Abilities ------------------- main ability Satin's Sword -------------------------------------- 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 -------------------- 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: |
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 -------------------- 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: |
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 ----------------------------- 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. ----------------------------- 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. ----------------------------- Support Skills ----------------------------- 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. ----------------------------- Movement Skills ----------------------------- Forceful Exit - 550 JP The character equipped with this can use enemies as stepping stones to reach larger heights. -------------------- 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: |
"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+ 1800 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 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 JP: 12000 Movement Skills > Malevolence |