Posted: 14th August 2004 06:41
|
|
Dragoon Posts: 1,897 Joined: 22/12/2003 Awards: |
Geez, you just made Orlandu look like some kid with a sharp stick eating dirt out in the backyard.
--------------- Mistral Knight "A knight who has harnessed the wind" Prerequisites: Master Black Mage, Master Knight Equipment: Knightswords, swords, robes, heavy armor, caps, helmets, shields Inherent: Defense UP, Magic Def UP ------------------------------------------- Wind Wall "Mistral Knight command. Uses wind knowledge to stop attacks." Skill: Tropical Storm* JP: 600 Range: Auto MP: 0 The summoning of a tropical squall floods all squares of the lowest height (H) and adds poison to whoever is on those squares. From then on, that height is one H higher and can be flooded again if needs be. Wind elemental Skill: Terrential Delay* JP: 600 Range: Auto (One enemy) MP: 0 The calling forth of a thunderhead allows one of the enemies to act as a lightning rod. The higher the enemy is on the playing map, the more damage is dealt. Also inflicts Don't Move and/or Blind. Wind elemental. Magic: Tornado JP: 1500 Range: 4 (2 Ver 0) MP: 100 Spd: 20 The user strikes the foe and the surrounding area down with a tornado of incredible proportions. Wind elemental. Reflect-piercing. Skill: Hurricane* JP: 1500 Range: 4 (Effect: 3 Ver 0) MP: 125 A larger version of Tornado but with height limitations. If an enemy is killed by it, their corpse is removed from battle without the three-turn wait. This applies to enemy and ally. Wind elemental. Skill: Mercurial* JP: 1250 Range: 3 (Effect: 4 Vert 10) MP: 100 The user summons a hailstorm but magically merges them all in mid-air creating a spectacular explosion when the iceberg-sized stone bombards the field. May cause Don't Move or Sleep. Ice elemental. Skill: Storm Block JP: 1250 Range: Auto (all enemies) MP: 0 Each enemy is treated to storm-force gale that acts as a temporary stat-downer for the rest of the battle. Stats that can be powered-down include attack, magic attack, jump, move, speed, and MP amount. The effects are randomized and may miss (much like Dance or Sing, but not with the same limitations). Skill: Fire Devil* JP: 1000 Range: 4 (Effect: 3 Ver 0) MP: 125 The user sends two fire-garnished twisters to wreck havoc on the enemy and the kick-up anyone in the area immediately surrounding that enemy. May cause berserk, blind, and poison statuses. Enemies are warped somewhere else (after damage calculations) with a given probability. Fire elemental. Skill: Ground Howl* JP: 1000 Range: 3 (Effect: 2 Vert 0) MP: 125 The user stabs his/her sword into the earth to send multiple rock shards into and through the enemies and effect area. May inflict Don't Act. Earth elemental. * - Must have sword equipped to use. ----------------------- Reaction Skills Wind Redux JP: 1000 When an enemy physically attacks, the wind stops the attack and moves the enemy back three spaces. Success rate is Brave% Wall of Tornados JP: 1600 When attacked with a weapon, the wind rips the weapon out of the enemy's hand, effectively disarming them. Success is ((Brave - Faith) / 3)% Cry of the Wise JP: 1000 [i]Allows the user to set another support skill in their movement slot as long as there is no movement skill already set. ------------------------- Support Skills Cry of the Weak JP: 1000 Allows the user to set another reaction skill in their movement slot as long as no movement skill is set. -------------------------- Movement Skills NONE Note1: Wall of Tornados and Wind Redux cannot both be set on one person at the same time. Note2: Enabling Cry of the Weak and Cry of the Wise on one person endows the user with Auto-Protect -------------------- It's gonna be a glorious day I feel my luck can change |
Post #55955
|
Posted: 14th August 2004 17:49
|
|
Treasure Hunter Posts: 68 Joined: 7/8/2004 Awards: |
Quote (Shotgunnova @ 14th August 2004 01:41) Geez, you just made Orlandu look like some kid with a sharp stick eating dirt out in the backyard. --------------- Mistral Knight "A knight who has harnessed the wind" Prerequisites: Master Black Mage, Master Knight Equipment: Knightswords, swords, robes, heavy armor, caps, helmets, shields Inherent: Defense UP, Magic Def UP ------------------------------------------- Wind Wall "Mistral Knight command. Uses wind knowledge to stop attacks." Skill: Tropical Storm* JP: 600 Range: Auto MP: 0 The summoning of a tropical squall floods all squares of the lowest height (H) and adds poison to whoever is on those squares. From then on, that height is one H higher and can be flooded again if needs be. Wind elemental Skill: Terrential Delay* JP: 600 Range: Auto (One enemy) MP: 0 The calling forth of a thunderhead allows one of the enemies to act as a lightning rod. The higher the enemy is on the playing map, the more damage is dealt. Also inflicts Don't Move and/or Blind. Wind elemental. Magic: Tornado JP: 1500 Range: 4 (2 Ver 0) MP: 100 Spd: 20 The user strikes the foe and the surrounding area down with a tornado of incredible proportions. Wind elemental. Reflect-piercing. Skill: Hurricane* JP: 1500 Range: 4 (Effect: 3 Ver 0) MP: 125 A larger version of Tornado but with height limitations. If an enemy is killed by it, their corpse is removed from battle without the three-turn wait. This applies to enemy and ally. Wind elemental. Skill: Mercurial* JP: 1250 Range: 3 (Effect: 4 Vert 10) MP: 100 The user summons a hailstorm but magically merges them all in mid-air creating a spectacular explosion when the iceberg-sized stone bombards the field. May cause Don't Move or Sleep. Ice elemental. Skill: Storm Block JP: 1250 Range: Auto (all enemies) MP: 0 Each enemy is treated to storm-force gale that acts as a temporary stat-downer for the rest of the battle. Stats that can be powered-down include attack, magic attack, jump, move, speed, and MP amount. The effects are randomized and may miss (much like Dance or Sing, but not with the same limitations). Skill: Fire Devil* JP: 1000 Range: 4 (Effect: 3 Ver 0) MP: 125 The user sends two fire-garnished twisters to wreck havoc on the enemy and the kick-up anyone in the area immediately surrounding that enemy. May cause berserk, blind, and poison statuses. Enemies are warped somewhere else (after damage calculations) with a given probability. Fire elemental. Skill: Ground Howl* JP: 1000 Range: 3 (Effect: 2 Vert 0) MP: 125 The user stabs his/her sword into the earth to send multiple rock shards into and through the enemies and effect area. May inflict Don't Act. Earth elemental. * - Must have sword equipped to use. ----------------------- Reaction Skills Wind Redux JP: 1000 When an enemy physically attacks, the wind stops the attack and moves the enemy back three spaces. Success rate is Brave% Wall of Tornados JP: 1600 When attacked with a weapon, the wind rips the weapon out of the enemy's hand, effectively disarming them. Success is ((Brave - Faith) / 3)% Cry of the Wise JP: 1000 [i]Allows the user to set another support skill in their movement slot as long as there is no movement skill already set. ------------------------- Support Skills Cry of the Weak JP: 1000 Allows the user to set another reaction skill in their movement slot as long as no movement skill is set. -------------------------- Movement Skills NONE Note1: Wall of Tornados and Wind Redux cannot both be set on one person at the same time. Note2: Enabling Cry of the Weak and Cry of the Wise on one person endows the user with Auto-Protect Yeah, I know I did. I felt super cheap typing that... "Mercenary" "Warriors mastered in the freestyled arts, they will do anything anything for money." Job Requirements: Level 8 Everything Except Special Classes Can Equip: Anything They wouldn't have abilities, you could set them yourself. Say, you could give them "2 Hands", and equip them with a knife. Like, say their equipment could be: Muramasa Excalibur Thief Hat Black Costume Ribbon And their Abilities could be: Punch Art Draw Out Hamedo Two Swords Move +5 -------------------- Let's see you figure out the truth of this quote...dun dun dun. "The following sentence is true. The preceding sentence is a lie." Yeah, that was lame. <_< |
Post #55991
|
Posted: 16th August 2004 01:57
|
|
Holy Swordsman Posts: 2,084 Joined: 18/7/2004 Awards: |
This is by no means original, but because I love dark knights, here goes.
Dark Knight Dark Sword Shadow Fang (500 JP) "Through the shadows, bite down and tear apart, Shadow Fang" Absorbs HP from a single enemy Soul Eater (800 JP) "A mindless shell without your soul, Soul Eater" Absorbs MP from a single enemy Wicked Bane (500 JP) "Suffer, bear now this curse, Wicked Bane" Inflict various status effects (i.e. confusion, death sentence, poison,etc., and curse--stats are effectively lowered) Death Cloud (1100 JP) MP Cost:25 (Probably should be more) "Upon you now, Death Cloud" Souped up Death hitting a 5-panel area as an ability (i.e. no charge time) Reaction Abilities Counter-same as the original, based on brave % yada, yada, yada Black Guard-You take 1/2 the damage an attack would do to you and the enemy takes 1/2 the damage as Dark damage (If you avoid the attack, the enemy may still receive 1/2 the damage just as it normally would) Support Abilities Pierce-Allows the dark knight to ignore magic defenses (ridiculously powerful, which is why I would actually not give this to the dark knight if I made a tactics game, but it sounded cool so I put it in) Movement abilities Path of Darkness-Whenever the dark knight moves, all of his opponents suffer damage (small amounts similar to the damage caused by wiznaibus) |
Post #56238
|
Posted: 16th August 2004 20:22
|
|
Returner Posts: 15 Joined: 15/8/2004 Awards: |
Blue Mage
Requirements: Master Mediator Blue Magic: Enemy Skill: (name of skill) - XXXjp To get the ability to learn a skill, you have to be hit by the skill first. After that, the skill is available to be learned by the Blue Mage, at the cost of a certain ammount of JP dependant on the ability. Other than this, the class would be much like the other casting jobs. |
Post #56370
|
Posted: 16th August 2004 23:14
|
|
Dragoon Posts: 1,897 Joined: 22/12/2003 Awards: |
Ooh, I like the idea of putting the skill slogans. I'll implement that, too. And since we've also revamping a few of the jobs that are already in FFT, I'll do the same to one of my favorites:
----------------------------------------------- Divine Knight Prerequisites: Master Knight, Master Priest, 200 Knights killed w/ physical attacks Innate: None ----------------------------------------------- Mighty Sword Black Core (1000 JP) "Purify through pain! Black Core!" Randomly reduces PA (45%), MA (45%), or Speed (10%) by three. Blastar Punch (600 JP) "Curses from all directions! Blastar Punch!" Inflicts damage and destroys the target's equipped helm. Hellcry Punch (700 JP) "Demolish weapons with fury! Hellcry Punch!" Inflicts damage and destroys the target's equipped weapon. Icewolf Bite (800 JP) "Disaster cries out to smash all! Icewolf Bite" Inflicts damage and destroys the target's equipped accessory. Lifeforce Strike (1000 JP) "Willingly given and willingly taken! Lifeforce Strike!" Absorbs ((WP²) 2) HP Shellbust Stab (400 JP) "Armor won't help the heart stay sharp! Shellbust Stab!" Inflicts damage and destroys the target's equipped armor. Wizardry Brand (1000 JP) "The powerless speak through me! Wizardry Brand!" Absorbs ((WP²)/4) MP ----------------------------------------------- Support Skills Descent - 1200 JP Changes the 'Attack' command into 'Night Sword', but with half the potency; (WP*PA)/2 ----------------------------------------------- Reaction Skills Loss Anyone attacking the character with a sword, axe, spear, or staff is automatically confused so long as they are susceptible. Darkness Anyone attacking the character with a gun, bow, or crossbow is automatically blinded and paralyzed so long as they are susceptible. Red Sword Banner Each successful weapon attack performed by the character raises the Brave temporarily by two. Black Sword Banner Each successful weapon attack performed by an enemy decreases all of the enemies' PA and MA by two. ----------------------------------------------- Movement Skills Swordspeak Increase your movement by one for each enemy who has an equipped sword; decrease your movement by two for every three monsters on the field. -------------------- It's gonna be a glorious day I feel my luck can change |
Post #56412
|
Posted: 17th August 2004 12:06
|
|
Cetra Posts: 2,336 Joined: 1/3/2004 Awards: |
Dizamn.... the reaction skills alone are enough to make me drool over your Divine Knight, Shotgun.
My all-Samurai team would have a tough time with just beating this one character. My piddly Draw Out skills don't match up to the Mighty Sword techniques and those reaction skills very well. LOL -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #56477
|
Posted: 17th August 2004 13:52
|
|
Dragoon Posts: 1,897 Joined: 22/12/2003 Awards: |
Haha, thanks, Hamedo. I was actually questioning whether or not to put a couple of those in but I already made sure there was no inherentness and the movement ability wasn't that good, either compared to Move +3, etc. I had to add a few non-break skills because any slob with Maintenance on can render the whole skillset helpless =/
I was going to add those status reaction abilities into this next character I was going to make, but I couldn't avoid putting a few in. Thanks for the praise, man. ---------------------------------------- Status Master "A master of impairing and torture, his trade skills know no equal" Prerequisites: -Master Oracle -Master Geomancer -500 Oracles killed by the character to transmigrate -500 Knights killed by the character to transmigrate -500 Wizards killed by the character to transmigrate Inherent: Caution, MP set at 100, Weapon power halved unless a Stick/Dictionary ---------------------------------------- Fear* "Magic that rips souls apart" Blind Rage -[10 MP][JP: 500] "Reason with confusion, judge with recklessness! Brave Insanity!" Berserks a target within a four panel range. Chicken Race[JP: 600] "Run for your lives! Chicken Race!" Paralyzes targets within a five-panel area (Don't Act) Darkness[JP: 600] "Mercy...not from me! Darkness!" Blinds targets within a five-panel area. (Blind) Death -[15 MP][JP: 600] "Death gods carving life, take their souls! Death!" KO's an enemy within a range of four panels. Dispel Magic[JP: 800] "Illusions, lie to Heaven! Dispel Magic!" Removes all positive statuses on an enemy. Death Cold[JP: 1000] "Inject evil spirits! Death Cold!" Slows enemies within a five-panel area. (Slow) Deathspell 2 -[20 MP][JP: 300] "Mighty power, gather and release! Deathspell 2!" Removes negative status effects from a target. Doubt Faith -[5 MP][JP: 400] "Seek true tone to form our will! Doubt Faith!" Inflicts Innocent status on a target within four panels. Foxbird -[10 MP][JP: 400] "Cowards, weak, those rushing to die! Foxbird!" Reduces a target's brave by twenty in a four panel range. Galaxy Stop - [50 MP][JP: 1500] "Destiny lies in my hands! Stop movement! Galaxy Stop!" Inflicts Stop, Don't Move, and Don't Act on all enemies. Grand Cross -[50 MP][JP: 1500] "Inject tons of evil spirits! Grand Cross!" Adds multiple status effects on a four-panel area. Gravi2[JP: 1000] "[i]Attack with a silent cry! Gravi2!" Makes a target's HP drain to one. Lose Voice[JP: 600] "Know the world of silence! Lose Voice!" Silences targets within a five-panel area. (Silence) Loss[JP: 800] "Unseeing, unthinking brains...Loss!" Confuses targets within a five-panel area. (Confuse) Mute -[25 MP][JP: 1800] "Cease the evil flow! Mute!" Reduces a target's MP to zero. Nightmare[JP: 700] "On the verge of death...Nightmare!" Inflicts Sleep or Death Sentence within a five-panel area. Poison -[5 MP][JP: 200] "Filthy blood of revenge, inject! Poison!" Poisons targets within a five-panel area. Poison Frog[JP: 950] "One aware of themselves....they pity themselves! Poison Frog!" Poisons and frogs an enemy simultaneously within four panels. Pray Faith -[5 MP][JP: 400] "God is watching...have faith! Pray Faith!" Inflicts Faith on a target within four panels. Return2 -[20 MP][JP: 1000] "Gods of time and tide, give me your power! Return2!" Makes a target's CT zero. Seal[JP: 1200] "Suck away the spirits...Seal!" Petrifies targets within a five-panel area. (Petrify) Sleep2 -[20 MP][JP: 850] "Fall into the dark world of the unconciousness...Sleep2!" Puts an enemy to sleep within four panels. Space Storage[JP: 500] "All becomes illusion after this evening-bell! Space Storage" Inflicts multiple status effects randomly on a five-panel range. Space Storage Back[JP: 500] "All becomes illusion after this evening-bell! Space Storage Back!" Inflicts multiple status effects randomly on a five-panel range. Spell[JP: 1200] "One step closer to hell! Spell!" Stops targets within a five-panel area. (Stop) Spell Absorb -[5 MP][JP: 300] "Guiding light, shed magic power from above! Spell Absorb!" Absorbs MP from a target within four panels and transfers it to the caster. Toad2 -[20 MP][JP: 750] "Join the froggers! Toad2" Frogs an enemy within a four panels. (Frog) Zombie[JP: 700] "Great tree of life, inject rotten extract! Zombie!" Zombifys a target within four panels and makes them undead. (Zombie) ---------------------------------------- Support Skills Half MP - 1000 JP Reduces MP cost by half ---------------------------------------- Reaction Skills Wary Eye -[JP: 800] When attacked by a weapon, one-fourth of their maximum MP is tranferred from the attacker to the target. Sign of the Gods[JP: 1000] When attacked by a weapon, one enemy or ally on the field has their HP reduced to one. Element Block[JP: 1200] Reduces fire, water, thunder, and ice damage by three-fourths but makes holy, darkness, and non-elemental damage do double. Illusionist[JP: 1200] When attacked by a non-range weapon (spears and sticks included), the target is switched with a random ally or enemy who will take the damage for him/her. Third Trick of Pain[JP: 1000] When inflicted with a status effect, all enemies will immediately become inflicted as well no matter their status defences, but only as long as the original target was not killed or petrified. Sword Stick[JP: 400] For the first attack only, when you are successfully attacked, your weapon gains a random inherent status, ranging from all positive and negative. The equipped weapon cannot be removed, broken, or switched any way for the rest of the battle. Disrupt[JP: 700] When one of your enemies has HP restored, you are also restored by that amount. (50% probability) C-Stealth[JP: 800] When one of your stats is lowered by an enemy skill, your stat is returned to its original value the next turn and your enemy's statistic is lowered by double the amount. ---------------------------------------- Movement Skills Stone Shield[JP: 2000] All spells that do not have 100% success now have that chance until you are dealt damage in any form. When that happens, all spells' percentages are restored, your movement is reduced to zero, and you gain an inherent protect status for the rest of the battle. If/When you are slain by an enemy, this movement skill reverts back to the original terms of the condition and can repeat itself again. -[JP to Master] = 31750 * - All Fear skills that have no MP cost hit 100% ---------------------------------------- I already know this is the cheapest guy ever, but for me, this is status effect nirvana, and I need to wallow in it for awhile. Actually, that 100 MP limit kind of sucks, so it's not that bad. =/ This post has been edited by Shotgunnova on 17th August 2004 14:05 -------------------- It's gonna be a glorious day I feel my luck can change |
Post #56483
|
Posted: 17th August 2004 17:49
|
|
Cetra Posts: 2,336 Joined: 1/3/2004 Awards: |
I'm stealing your format, Shotgun.
------------------ Battle Mage ------------------ "Ageless.... timeless.... master of mystic forces." Force Magic ---------------------- Laterialis- [JP: 850 MP: 30] "The discerning eye will help you not!" Creates two dopplegangers of the Battle Mage on randon spots on the battlefield. The real Mage will randomly be any of the three. All three have full menu commands, save for Laterialis. If a doppleganger is attacked, they will instantly disappear on the first instance of HP loss, even though their stats are identical to the real Mage. If the real Mage is attacked, both dopplegangers disappear. Transmutation- [JP: 850 Range: 8 MP: 30] "Helpless and in agony... forever remain!" Turns target to stone. If not reversed on what would be the target's next turn, the statue shatters. Target dies outright if this occurs, but does not leave a crystal or item behind. Tempest- [JP: 850 MP: 30] "Ha ha hah! The gods favor the brave!" A mighty whirlwind tears apart the battlefield, altering terrain randomly and dispersing all characters randomly throughout the board. All units take damage. Flare- [JP: 850 Range: 8 MP: 30] "Let the flames of the damned lick your skin!" Flare cast on one panel or target. Dark Holy- [JP: 850 Range: 8 MP: 30] "Let darkness consume this misbegotten child!" Dark holy elemental damage on one panel or target. Lifestream- [JP: 850 Range: 8 MP: 30] "Ha! The gods love a bastard." -or- "You're lucky I'm here!" Casts Raise, Cure4, and Esuna on one target or panel. Selbstmord- [JP: 850 Range: 8(all directions) MP: 30/HP: critical] "With my dying breath.... I... curse... thee...." The Battle Mage breaks apart his equipped staff, destroying it and releasing a massive magical explosion that kills him and deals massive damage to all units in an 8-panel range. Battle Cry- [JP: 850 MP: 30] "To me, men! We shall prevail!" All allied units gain +3 brave and +3 faith, all enemy units -3 brave and -3 faith. One casting per battle. Support Abilities --------------------------- Mágica- [JP: 850] Magic damage and weapon hit% is doubled. Reaction Abilities ---------------------------- Taunt Voilé- [JP: 850] "Is that the best you can do?" When attacked with magic or physically, attacking unit loses 10 brave or 10 faith. Movement Abilities ------------------------------ Ethereal Seepage- [JP: 850] For every panel the Battle Mage moves from his current location, he gains 20 MP. Traits --------------- The Battle Mage can equip all staves. He can also equip all armor, robes, or clothes, but only hats and caps. No shields can be equipped. He has inherint Short Charge and Regen. The Battle Mage has medium HP and PA growth, and phenominal MP and MA growth. Speed and movement are below average. I'm pretty pleased with my imagination on this one... seeing as how I detest magic users. This post has been edited by Hamedo on 18th August 2004 12:19 -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #56503
|
Posted: 18th August 2004 02:06
|
|
Treasure Hunter Posts: 68 Joined: 7/8/2004 Awards: |
"Chaosbringer"
"Enshrouded in darkness, these Hellish warriors use the power of darkness to obliterate their enemies." Job Requirements: Level 8 Wizard, Level 8 Summoner, Level 8 Geomancer, Level 8 Squire, Level 8 Knight, Level 8 Monk, Level 8 Lancer Can Equip: Swords, Knightswords, Rods, Spears Abilities "Chaos Swordskill" Action Abilities Legend - * Can only be used with a Spear equipped ** Can only be used with a Sword equipped *** Can only be used with a rod equipped **** Can only be used with a Knightsword equipped Bloodlust (900 JP) MP Cost: 50 Drains HP and MP from all enemies on screen, and forces them to live as vampires. **Ultima Sword (999 JP) MP Cost: 99 Hits everything in a line. Major Holy damage. **Ultima Slash (999 JP) MP Cost: 99 Hits any enemy next to user. Incredibly high damage. *Ultima Thrust (999 JP) MP Cost: 99 Hits all enemies in a line. Major Holy damage. *Ultima Stroke (999 JP) MP Cost: 99 Hits any enemy next to user. Incredibly high damage. ***Ultima Storm (1500 JP) MP Cost: 120 Hits all enemies on the field. High Holy damage. ***Ultima Bolt (1500 JP) MP Cost: 120 Hits any enemy on the field. Incredibly massive damage. ****Ultima Slice (2000 JP) MP Cost: 200 Hits al enemies in the lines surrounding user. Incredibly massive damage. ****Ultima Saber (2000 JP) MP Cost: 250 Hits any enemy on the field. Auto-kill. Reaction Abilities Dry MP (2000 JP) Drains all of attacker's MP after being struck. Psych Up (4500 JP) When hit, MA is quadrupled. Support Abilites Double Psych (2000 JP) Doubles MA. MP Haste (3500 JP) MP is restored fully each turn. Movement Abilities Adventurer (999 JP) Move anywhere on the field. -------------------- Let's see you figure out the truth of this quote...dun dun dun. "The following sentence is true. The preceding sentence is a lie." Yeah, that was lame. <_< |
Post #56554
|
Posted: 20th August 2004 02:39
|
|
Returner
Posts: 11 Joined: 18/8/2004 Awards: |
HEAVEN'S CHOSEN
"Knights of the Church sent out to help others that are in need" Equipment: Armor,Cloth,Robes Weapons: Swords,Knight Swords,Sheilds,Staffs Abilities: Stasis Sword, Crush Punch, Spilt Punch, Lighting Stab, Holy Explosion, Cure (1,2,3,4), Raise (1,2), Regen, Protect, Shell, Wall, Esuna, Holy Reaction: God's Gift (just like Dragon Spirit), Regenerator Support: Defense Up, Magic DefendUp, Maintenance Movement: Move Hp-up, Move 2 Exp. Defender Crystal Sheild Crystal Helmet Crystal Mail or Light Robe Bracer (Satly Rage is female) This post has been edited by Knight of Limberry on 21st August 2004 05:18 |
Post #56861
|
Posted: 20th August 2004 03:42
|
|
Treasure Hunter Posts: 68 Joined: 7/8/2004 Awards: |
"Genji Knight"
"Mastered in the arts of the katana and sword, these master swordsmen crush their foes with intense power." Requirements: Level 8 Knight, Level 8 Samurai Can Equip: Katana, Sword, Knightsword, Clothes, Armor, Hat, Helmet Abilities: "Genji Break" - Genji Knight command. Action Abilities: Kenjouki (900 JP) MP Cost: 35 Sacrifices any katana in inventory to deal massive damage to all enemies in a ten space radius. Galleon Rage (900 JP) MP Cost: 35 Sacrifices any sword in inventory to drain small amounts of HP and MP from all enemies in a ten space radius. Zero Slice (900 JP) MP Cost: 35 Sacrifices any knightsword in inventory to drain high amounts of HP from all enemies in a ten space radius. Giga Shock (3500 JP) MP Cost: 50 Hits any enemy next to user for massive damage. May also destroy all of target's equipment. Reducer (2500 JP) MP Cost: 30 Destroys all of target's equiment, even if the target has the Maintenence ability. Vortex (5500 JP) MP Cost: 50 Hits all enemies on screen, and may destroy all of their equipment. Reaction Abilities Sword Buster (1000 JP) Destroys attacker's weapon. All Buster (8000 JP) Destroys all of attacker's equipment. Support Abilities: Two Handed (900 JP) Equip weapon in two hands for double damage. Breaking Spree (7500 JP) Destroy all the equipment of any target you attack. Movement Abilities: Mad Crusher (5000 JP) Destroys a random piece of equipment on whoever is next to you. -------------------- Let's see you figure out the truth of this quote...dun dun dun. "The following sentence is true. The preceding sentence is a lie." Yeah, that was lame. <_< |
Post #56871
|
Posted: 20th August 2004 09:31
|
|
Returner
Posts: 9 Joined: 18/8/2004 |
Squall Leonheart
SeeD ---------------------------------------------------------------------------------------------------- "A Mercenary who is an expert at the use of a blade and knows all forms of magic, his "Limit Break" shows that a dying soldier isn't dead yet!" ---------------------------------------------------------------------------------------------------- Equipment: Gunblade (Weapon) (That's pretty much it on equipment, he can equip light armor only) Abilities Para-Magic - SeeD Command Limit Break - Seed Emergency Command Para-Magic (Note: All Black Magic, White Magic, Summon, and Yin-Yang spell in FFT is available in Para-Magic, the JP and MP costs are the same.) Renzokuken (Note: Unless he learns "Always Pumped", Squall can only use "Renzokuken" abilities when in critical HP. "Renzokuken" replaces the "Attack Command" when Squall is in critical or "Always Pumped" is equipped.) Renzokuken - JP(learned) Speed(Now) - Squall attacks an enemy normally (brave divided by 20) times. Rough Divide - JP(300) Speed(Now) - Hits all enemies in a three-square straight line for (brave x 3 damage), all targets must be only one height higher or lower to be hit Fated Circle - JP(350) Speed(Now) - Hits all enemy units within a 3 square radius for (Brave x 2), only those on the same height as Squall will get hit. Blasting Zone - JP(450) Speed(30) - This attack reaches across the field in a straight line, any enemies within the range of the attack takes (Brave x 5 damage). Lionheart - JP(700) Speed(15) - This attack hits an adjacent enemy (brave divided by 10) times for (brave x 5) dmg. Support Abilities Always Pumped - JP(1000) - Changes "Attack" to Renzokuken, Squall takes 10 dmg. per turn. Draw - JP(500) - Steal 20 mp from an opponent hit by physical attack. (All Renzokuken attacks except for Blasting Zone count as physical attacks, multiple hits or targets can be "Drawn" from) Movement Abilities Effecient Movement - JP(300) - +1 Jump, +2 Move Draw Magic - JP(400) - If a crystal is landed on, Squall can learn all magic abilities in the crystal. ---------------------------------------------------------------------------------------------------- Notes: I just thought I'd do an FFT remake of one of my fave Final Fantasy characters, storywise, he appears from the time machine thingie when Ramza (along with Mustadio) brings the Serpentarius to Besrodio. He appears with some friends, but I'll get to that another day... This post has been edited by Akira Miyamoto on 20th August 2004 09:33 |
Post #56903
|
Posted: 21st August 2004 21:15
|
|
Treasure Hunter Posts: 68 Joined: 7/8/2004 Awards: |
"Renegade"
"A lone warrior who will do anything for money. Masters of thievery and deadly fighters." Job Requirements: Level 8 Thief, Level 8 Monk, Level 8 Ninja, Level 8 Samurai Can Equip: Knife, Barefists, Ninja sword, Katana Abilites: "Rouge Tech" Steal All (999 JP) Steal all equipment on target. Break All (1500 JP) Destroy all equipment on target. Terminator (1500 JP, can only be used with a katana) Powerful katana attack that can break equipment. Saber Punch (1500 JP) A punch-like sword attack that deals high damage and breaks equipment. Hammer Fist (1500 JP) A powerful punch attack that breaks all of the target's equipment. No damage. Mighty Snatch (1800 JP) Steal all equipment from all enemies in a line. Cure Sword (1500 JP) Fully heal all allies. Renegade Rush (2500 JP) Massive damage. Breaks equipment. Hits all enemies in a line. Reaction Abilities: Slice and Dice (1500 JP) Hit attacker ten times. Support abilites: Slice and Dice 2 (9000 JP) Whenver you attack, hit 10 times. Movement Abilities: 5 Turns (2500 JP) Get five free turns at the start of battle. -------------------- Let's see you figure out the truth of this quote...dun dun dun. "The following sentence is true. The preceding sentence is a lie." Yeah, that was lame. <_< |
Post #57117
|
Posted: 21st August 2004 22:22
|
|
Dragoon Posts: 1,897 Joined: 22/12/2003 Awards: |
Quote 5 Turns (2500 JP) Get five free turns at the start of battle. That has nothing to do with movement. =/ Also, are Renegade techniques effected by Maintenance, much like Mighty Sword? You should include that sort of information. -------------------- It's gonna be a glorious day I feel my luck can change |
Post #57129
|
Posted: 21st August 2004 22:27
|
|
Chocobo Knight Posts: 141 Joined: 11/8/2004 Awards: |
"Renegade" is way too overpowered. A ten-time attack? Yeah, whatever. Break all equipment? You posting something like this?
The latter question was a joke. -------------------- Life is one big road with lots of signs. So when you riding through the ruts, don't complicate your mind. Flee from hate, mischief and jealousy. Don't bury your thoughts, put your vision to reality . Wake Up and Live! - Bob Marley |
Post #57130
|
Posted: 21st August 2004 22:37
|
|
Dragoon Posts: 1,897 Joined: 22/12/2003 Awards: |
I agree. If you're going to create a powerful character, you should add in a fitting penalty. For instance, I created a status effect character who knew all the status skills, but his MP was permanently locked at one hundred and half the skills cost more than normal.
No need to make another Orlandu, you know? -------------------- It's gonna be a glorious day I feel my luck can change |
Post #57134
|
Posted: 21st August 2004 23:12
|
|
Treasure Hunter Posts: 68 Joined: 7/8/2004 Awards: |
Meh, I just always feel cheap when typing those kinda things. That's why I make them...crappy.
-------------------- Let's see you figure out the truth of this quote...dun dun dun. "The following sentence is true. The preceding sentence is a lie." Yeah, that was lame. <_< |
Post #57138
|
Posted: 21st August 2004 23:17
|
|
Chocobo Knight Posts: 141 Joined: 11/8/2004 Awards: |
Cheap is good. It will bring out the true skill in one's self.
This post has been edited by Mellow on 21st August 2004 23:18 -------------------- Life is one big road with lots of signs. So when you riding through the ruts, don't complicate your mind. Flee from hate, mischief and jealousy. Don't bury your thoughts, put your vision to reality . Wake Up and Live! - Bob Marley |
Post #57140
|
Posted: 23rd August 2004 16:02
|
|
Cetra Posts: 2,336 Joined: 1/3/2004 Awards: |
From Apocalypse Zack...
Quote Mighty Snatch (1800 JP) Steal all equipment from all enemies in a line. ROTFLMFAO!!!!!!!!!!!!!!!! Edit Akira..... I don't remember asking for your opinion. This post has been edited by Hamedo on 24th August 2004 12:21 -------------------- Join the Army, see the world, meet interesting people - and kill them. ~Pacifist Badge, 1978 |
Post #57306
|
Posted: 23rd August 2004 22:24
|
|
Returner
Posts: 9 Joined: 18/8/2004 |
Oh yes, real mature....
(idiot) |
Post #57347
|
Posted: 6th September 2004 08:35
|
|
Magitek Soldier Posts: 345 Joined: 31/8/2004 Awards: |
Here I go...
----------------------- Desperado ----------------------- "A dangerous criminal skilled at theivery. Will kill just about any enemy, regardless of size or power." Job Requirements: Level 20 Knight, Level 12 Theif Equip: Sword, knife, shuriken, gun Abilities "Reckless Action" Small Damage(JP 65): This works like Accumulate, only he/she attacks right afterward; raises your PA by 20 just before attacking Medium Damage(JP 100): Raises PA by 50 just before attacking High Damage(JP 165): Raises PA by 90 just before attacking Critical Damage(JP 200): Raises PA by 7/8 of enemy's HP before attacking Instant kill(JP 265): Raises PA by one whole of the enemy's HP before attacking Steal Stock(JP 300): Steals the entire stock of a certain item from an enemy by stealing only one of that item from one enemy Take Warrior(JP 365): This works sort of like Steal Heart; charms one enemy of the opposite sex, putting you in control of him/her, and causing the unit to join your party permanently. Reaction Abilities Counter Kill(JP 600): Kills enemy instantly after being attacked. Support Abilities Equip Gun(JP 165): Equip a gun regardless of Job No Fear(JP 249): Gain the unlimited Brave of a Desperado. (no movement abilities; couldn't think of any) -------------------- "No matter what happens, I will always be with you... forever." ---- Pocahontas, Pocahontas "Only those who are already at the top are rewarded without trying."----- Delita Hyral, Final Fantasy Tactics http://www.ffshrine.org/fft/fft-midi/1-42-back_fire01.mid ---- My favorite FFT battle song |
Post #58622
|
Posted: 6th September 2004 20:49
|
|
Dragoon Posts: 1,897 Joined: 22/12/2003 Awards: |
Are you sure that's not Orlandu in disguise?
-------------------- It's gonna be a glorious day I feel my luck can change |
Post #58664
|
Posted: 6th September 2004 21:02
|
|
Onion Knight Posts: 33 Joined: 27/8/2004 Awards: |
Quote (Kilakandra_DiMenia @ 6th September 2004 03:35) Instant kill(JP 265): Raises PA by one whole of the enemy's HP before attacking Possible 999+ Attack power? Holy crap! |
Post #58667
|
Posted: 6th September 2004 23:27
|
|
Black Mage Posts: 194 Joined: 5/9/2004 Awards: |
I don't think a level 20 Knight and 12 Thief is even possible, assuming you mean Job Levels. Well, you'd have to mean Job Levels, wouldn't you? I mean you can have a whole party of Desperado's at level 20, and with a possible 999+ Attack, it won't be much of a game anymore, now will it? Maybe a level 8 Knight and level 8 Thief is what you meant.
-------------------- You know. I think you're a very special unit. |
Post #58672
|
Posted: 8th September 2004 01:08
|
|
Black Mage Posts: 173 Joined: 17/10/2002 Awards: |
Psychic
"Strength of Will and Dedication, the Mind is a powerful Force." Job Requirements: Black Mage Lv. 4, White Mage Lv. 4, Time Mage Lv. 4, Oracle Lv. 4, Summoner Lv. 4 Weapons: Staff, Stick, Knife Helmet: Hat Armor: Robes, Clothes Abilities Psyskills Psy Strike (200 JP) - Place psychic energy into weapon damage enemy, may cause Paralysis Psy Force (400 JP) - Blast of pyschic energy damages enemy and pushes it back 2-5 spaces Psy Shield (350 JP) - Next attack made on Psychic deals no damage Psy Wings (100 JP) - Casts Float on self Psy Wave (600 JP) - Psychic energy travels in a line to damage any enemies in its path Psy Drain (250 JP) - Lower enemy's Faith by 10. Psy Sight (300 JP) - See selected enemy's next move/attack Psy Storm (800 JP) - Psy shockwave damages enemies in 5 space radius in every direction Reaction Abilities Mind Bender - Opponent is hit with Confusion and Berserk after attacking. Success for this ability rises the higher the opponent's Faith is. Illusion - Before enemy attacks, images of Psychic appear in front, behind, and on both sides of the attacker. Only one image is real, and attacker has only one chance to attack the right image. The chance the enemy has of hitting the right image lessens the lower it's Faith is. Support Abilities Mind Save - Confusion, Charm, and Berserk have no effect Movement Abilities Psychic Switch - Trade places with any ally, only if you chose to do so. (When you pick where you want to move, if you select the space an ally is on, you and he/she will switch. I didn't know how detailed I should be, so, if you want more info on this character, like it's Pros and Cons, just let me know. This post has been edited by Raistlin Mage on 8th September 2004 01:25 -------------------- "The Master of Past, Present, and Future has returned." |
Post #58779
|
Posted: 8th September 2004 03:40
|
|
Magitek Soldier Posts: 345 Joined: 31/8/2004 Awards: |
Math, yes I did mean Level 20 Knight and Level 12 Theif..... But Level 8 Knight and Level 8 Theif are easier to get, so I'll change it. And yes, with a possible 999+ attack, it wouldn't be much of a game, but I wanted to beef him up a whole lot, so that's what I did. I figured that would make the game easier.
Shotgun.... I don't have Orlandu yet.... but I'm guessing he is way too overpowered, by the way people talk about him. This post has been edited by Kilakandra_DiMenia on 8th September 2004 03:47 -------------------- "No matter what happens, I will always be with you... forever." ---- Pocahontas, Pocahontas "Only those who are already at the top are rewarded without trying."----- Delita Hyral, Final Fantasy Tactics http://www.ffshrine.org/fft/fft-midi/1-42-back_fire01.mid ---- My favorite FFT battle song |
Post #58801
|
Posted: 8th September 2004 21:58
|
|
Red Mage
Accustomed in the art of magic, yet the skills of a warrior Level 5 Black Mage, Level 5 White Mage, Level 7 Knight Equipable: Weapon -- Sword, Knight Sword, Knife, Rod, Staff Armor -- Robes, Clothes, Hats Accessories -- All Accessories (perfume based on sex) Primary Abilities * = (magic) 4 radius Flame - 300 JP - 25 MP Attack an opponent with a pillar of fire Burst - 650 JP - 55 MP Attack an opponent with a burst of fire * Bubble - 300 JP - 25 MP Attack an opponent with a downpour of water Flood - 650 JP - 55 MP Attack an opponent with a powerful rush of water * Flash -- 300 JP - 25 Attack an opponent with a jolt of lightning Surge - 650 JP - 55 Overtake Enemies with a rush of electricity * Tend - 200 JP - 22 MP Tend to the wounds of a companion Restore - 280 JP - 18 MP Restore the status of a companion Shield - 700 JP - 45 MP Keeps your companions safe by casting shell and Safe Blackhole - 1500 JP - 85 MP Black Energy damages opponents on the field Reaction Boost - 450 JP Raises Defense and Offense when attacked Redeem - 950 JP Casts random offensive magic on enemy when attacked (low level magic) Support Focus - 400 JP Magic attacks gain more power Movement Swift - 650 JP Move +1 Jump +1 Not that great but I tried -------------------- And have you found your joy, in this near dead world of ours? |
|
Post #58885
|
Posted: 9th September 2004 22:41
|
|
Black Mage Posts: 173 Joined: 17/10/2002 Awards: |
Amazon
"Wild at Heart, Strong in Spirit. The Amazon is Nature's Warrior." Job Requirements: Ninja Lv. 4, Dancer Lv. 8 Weapons: Knife Helmet: Hat Armor: Clothes Abilities Amazon Skill Camouflage - Blend in with enviornment to avoid detection by enemies Flash Hit - Attack so fast, enemy can't dodge or block it (May cause Blind) Wildcat - Go into Berserk, but speed and attack strength increase Distance Strike - Can move up to 5 spaces, including height, and attack enemy Living Nature - Animates nature (i.e. rocks, trees, water) directly next to her to attack enemy Swift Wind - Raises speed of target next to her Back Attack - Flip Back up to three spaces and hit enemy from behind Amazon Call - Another Amazon appears for a double-team attack Reaction Abilities Side Step - Before enemy attacks, move to either side to avoid it. Success increases the higher Brave is Movement Ability Free Spirit - Allows character to pass through solid objects -------------------- "The Master of Past, Present, and Future has returned." |
Post #58982
|
Posted: 10th September 2004 13:57
|
|
Returner Posts: 3 Joined: 9/9/2004 |
i actually have two classes i would create lol
Sniper Prerequisites: Archer level 8, Ninja level 4 Weapons: Bows Helmet: none (must be able to see ) Armor: Clothes or Linen Armor Innate Abilities: Loner - the Sniper gains no benefit from the spells cast on his/her party or him/herself Quick Eye - the Sniper gets a chance to attack any enemy who is using an ability that requires charging. Abilites: Long Range - Increases the Sniper's attack range with a bow by +4 squares horizontal and +2 squares vertical. JP: 550 Aimed Shot - equivalent attack power of Charge +5, but with much less charge time (equivalent to Charge +1). JP: 600 Unseen - While near trees or bushes or on elevated terrain, the Sniper is unaffected by magic or missiles from greater than 4 squares away. JP: 500 Cure - what Sniper would be good if it couldn't opperate alone? JP: 200 Deadly Eye - amp to the Quick Eye. The bonus attack increases by 15 points of damage. JP: 300 Reaction Abilities: Fatal Dodge - the Sniper has a chance to dodge critical blows or a blow that would kill him/her, physical or magical. JP: 700 Keen Senses - any steal attempt made on the Sniper is caught, leaving the thief (or other job) emptyhanded and stranded for 1 turn, unable to act or move. JP: 150 Quicknes - any steal attempt made on the Sniper is returned back onto the user, using that person's chances of stealing. JP: 200 Movement Abilities: Positioning - the Sniper gets +1 Speed, +2 Move, and +1 Jump to allow him to position himself for the battle. JP: 390 and as of now my class is about to end, I will edit this and add the second job (name unsure so far hehe) later today. Ja ne |
Post #59036
|
Posted: 11th September 2004 02:03
|
|
Returner Posts: 11 Joined: 11/9/2004 Awards: |
Ronin- A mercenary who is so fierce, at the mere mention of his name, people flee in fear.
Prequisites: Samuari Lv.8 Knight Lv.8 Squire Lv.8 Weapons: Katanas, Swords, Knightswords Armor: Armor, Clothes Helmet: None Merc Blade: Reaction Abilities: Berserker Rage- When Ronin is critical, causes Berserk. Action Abilities: Double Slash- Slashes a foe twice, if two swords equipped, slashes four times. Wide Slash- Slashes three panels in front of Ronin. Skewer- Ronin charges foward and thrusts through a foe, doing double the damage of a simple slash. Cyclos Beam- Ronin fires a fiery beam through a line of foes Line Bomber- Ronin blasts foes with a huge beam Ultimagarst- Ronin blasts a line of foes with a wind and shadow tornado. Shockwave- Ronin targets a group of foes with an earth shockwave. Trip Up- Causes Slow and Don't Move on a foe. Master Guard- Casts Reflect, Invisible, Shell, Protect and Haste on self. Support Abilities: Pay-UP- Doubles Gil recieved after battle. Multi Shift: Dodges all physical Attacks. No JP amounts yet, I'll think of some. This post has been edited by WindMaster on 11th September 2004 02:06 -------------------- Wind, Time, Life.. All flows on... Don't look back, yo can never look back. |
Post #59090
|