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Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Mon Apr 03, 2006 10:44 am
Table of Contents

1. Opening FMV and Credits
2. Game Mechanics: Stats and AP
3. Game Mechanics: Advantages and Disadvantages
4 & 5. Game Mechanics: Classes, Class Abilities, and Class List
6. Bio Form and Posted Bios
7. OPTIONAL: Developing Advanced Characters (How Many HP Do I Have?)
 
PostPosted: Mon Apr 03, 2006 10:45 am
Opening FMV and Credits


(Click above for FMV. We recommend setting replay speed to Fast.)

The story...

The privateer vessel Stonefish has recently filled its hold with captured cargo from pirates in the region and is heading back to Levee for trade and payment. The captain, a grim-jawed woman with a penchant for profanity, has called everyone to the deck - even the captives and the passengers (rescued captives from pirate vessels). She is detailing the plan for landfall to the captives. The passengers will be repatriated by the Leveein government, so long as the cost does not exceed two hundred gil per head. The pirates will be tried.

Suddenly, the crowd of crew bursts into turmoil. Weapons are drawn, shouts are raised, blades are held to throats and chests. One woman stands above the crowd, flanked by several crewmen. "This is a mutiny!" she cries. "The vessel Stonefish is now under the control of a new captain! Those who side with me are invited to offer their services now by moving toward the bow; the rest may move toward the points of our blades or the ocean floor, whichever strikes your fancy!"

  • Who are you? Pirate captive? Merchant captive? Noble captive? Mutineer? Privateer?
  • What role will you play in the events unfolding?
  • Why, O why did Kevin Costner have to think of "Waterworld" first? crying


A map of the Threan Sea can be found here. Skip to end; there's no easter egg hidden in the painting process.

The towns:

Each town in the Threan Sea has a patriarch entity which corresponds to a summon monster. These patrons were once deeply involved in their cities' development, but a long-ago war which lasted centuries left them disgusted. The patrons left this plane, leaving behind their bodies, which turned into stone and now stand sentinel over their cities. Old orders, especially magic guilds (which occasionally produce summoners still) and some monasteries, still venerate the patrons and pray for their return.

Please pardon the cheesiness of many of the following names:
  • Levee (Leviathan), a bay port. Levee is best known for once being a thriving capital from which the entire Threan region was administered. Now, in the post-war era where each city tends to its own matters, Levee is like an old man who tells his grandkids annoying stories with no real end or point.
  • Mineral Springs (Carbuncle), a former shield volcano turned resort. The wealthy often take long vacations here; some even have had summer homes built on the volcano's leeward face. When Carbuncle left, its seven-meter-tall body was enjoying a hot springs bath, and its stone statue is unique for its contented expression.
  • Hollen (Titan), a valley city cut into an extinct cone volcano's lava field. This is primarily a rainforest-based agrarian collective built on principles of self-sufficiency... and xenophobia, to a large extent. Has it protected them? Well, they didn't get involved in the war, but then again, they have absolutely no defenses against the new technologies, either.
  • Gnusi (Ifrit), a large, open-faced island with a broad beach and an internal freshwater lake. There is a network of villages scattered about the island, but no central government. A strong principle of mutual assistance keeps the island together, but warlords once turned the island into a place of fear, and there's no guarantee that it couldn't happen again.
  • Abscero (Shiva), a fish-farming and rice-producing island with few inhabitants. Abscero provides much of the bulk rice trade for the mainland.
  • Hightown (Ixion), a former elf tree-city converted for human use; about a day's travel inland. Ramuh had originally wanted a hand in Hightown, but Ixion won the two-out-of-three jan-ken-pon match, despite the fact that he could only throw "rock".
  • Kudram (Bahamut), a Costa del Sol-style glizty resort town on the mainland. The city is the largest of all the individual towns, with a residency topping a hundred thousand. Kudram is the only city in which most residents can count on electricity, running water, and inorganic transportation with regularity. There is a low-level rivalry between Kudram and Levee; some believe this reflects a rivalry between Bahamut and Leviathan.
  • Alexander (Alexander), unique in that the entire town is the physical shell left behind by its patron. Alexander continues to float among the island chain. Is it a random path, subject to the currents? Is it governed by long-ago programming? Do the city's elders direct the huge stone castle's way? No one knows. Alexander has the strictest legal system of any of the Threan towns.
  • Dade (Phoenix), a long-extinct volcano which is rumored to come alive at the fulfillment of various prophecies (which hasn't happened since before the war, and anything before that period could easily be fiction). Dade's caldera is also rumored to have the power to revive anyone tossed into its depths. Of course, since the caldera is full of nasty buggers, it's usually too much of a hassle to test the rumor once and for all.
  • Corusc (Tritoch/Valefor), a cosmopolitan burg on the largest island of the chain. Corusc vies with Kudram and Levee for the title of "Most Urban Decay in the Post-War Era". Corusc's great pride is in its patron's orders, all of which have survived to the modern era.
  • Shelo (Hades), a swamp on the mainland which has been drained and converted to a gorgeous artisan's paradise. It's a sort of commune dedicated to perfection and beauty in craftsmanship, and just about anything coming out of Shelo is expensive - but worth it.
  • And the rumors persist that there's another island out there, one of the small, innocuous ones, that secretly hosts organized armies of monsters beneath its tranquil surface. Further, the rumors suggest that one of the summons stayed behind, trapped by its fellow patrons after it attempted to start a war for its own gain. Rumors are rumors, of course...


Kelwyn's Depiction of the Elemental Mandala  

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Mon Apr 03, 2006 10:46 am
Game Mechanics: Stat System and AP


Quick description of this step
  • Assign 32 stat points among your six stats.
  • These points may also be spent on advantages - or increased by taking disadvantages - from the list in the next post.
  • You have 5 AP to purchase class abilities.


Every character has six stats, as follows:

STRength governs physical power, attacks with melee weapons and unarmed attacks, and related abilities.
VITality governs health, bodily integrity, HP, ability to take punishment, and related abilities.
AGIlity governs gross motor fluidity, ability to dodge, attacks with ranged weapons and certain unique weapons, and related abilities.
SPeeD governs combat initiative, reaction time, some aspects of manual dexterity, almost all movement abilities, and related abilities.
MAGic governs mental acumen and acuity, logical ability, spellcasting, and related abilities.
WILlpower governs mental and spiritual fortitude, force of personality, ability to resist magical attack, and related abilities.

These statistics are primarily for comparison purposes; however, they do have some measure of in-game impact.

  • Statistics may be damaged or drained by certain attacks:
    If STR is drained to 0, you are rendered unconscious.
    If VIT is drained to 0, you are dead.
    If AGI is drained to 0, you cannot move and are considered paralyzed.
    If SPD is drained to 0, you cannot move and fall limp.
    If MAG is drained to 0, you are unable to interact with the world; any stimulus provokes response akin to Confuse status.
    If WIL is drained to 0, you are completely open to psychological suggestion; also, magical effects directed at you have 100% chance of success, despite any inherent immunities you may have.
  • You must have MAG [(spell level x 2) + 1] to cast a spell - for instance, Fira requires MAG 5.
  • Many other class abilities have statistical minimums. All listed minimums must be met before the ability may be purchased.


Statistics operate on a 1-10 scale. These are global absolutes: nothing in the universe will have a statistic higher than 10. Certain abilities, traits, and features of unique monsters or monster races may increase their capabilities beyond what the statistics alone might indicate, however, so just because you have STR 10 doesn't mean that you'll never lose an arm-wrestling match!

Each starting character has 32 stat points to assign to his stats. These points are spent on a one-to-one basis. If the stat points were divided evenly, every stat would have a 5, and 2 points would be left over. No statistic may start with a value higher than 9.

Advantages and disadvantages also draw from the same point pool as the six statistics. Up to 6 points of advantages may be purchased with stat points, and disadvantages may be taken which add up to 3 points to the stat point pool. Therefore, the lowest amount of points available for statistics will be 26 (6 pts adv, 0 pts dis), and the highest will be 35 (0 pts adv, 3 pts dis).

Over the course of the game, statistics may be increased by spending 3 AP per step of increase - for example, STR 4 to STR 5 costs 3 AP. The 5 AP each character starts with cannot be used for this purpose; only AP awarded in-game may be used to increase stats.

AP are the points which purchase class abilities, both at the beginning of the game and during play. Each character starts with a mere 5 AP - but those 5 AP can be spent on abilities from any class. All prerequisites must be observed when purchasing class abilities.

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

Character advancement takes place by spending AP, which are awarded in-game through two means: Threadmaster awards, where I give you one or two AP to show my random favor (well, really, to reward good writing, good RPing, and good story/game development... and my random favor), and nominations.

I'm not the only one who awards AP. All of you as players get to award AP, too. Whenever you like what another player has done - perhaps a well-written post, or a particularly nice tactic in battle, or anything that would prompt you to award the player AP if you were the threadmaster - just PM me with the subject "Nomination for <character receiving nomination>". In the body of the PM, tell me why you're nomming the character. When a character receives two nominations, one AP is awarded to that player. The two nominations need not be for the same post or purpose. Conversely, multiple noms for a single reason will only spawn one AP - if all thirty-six players nom Bobberick for urinating on the dragon's corpse, he still only gets one AP for the action.

AP may be used to purchase abilities at any time; however, for the abilities to manifest themselves, the character must have a little downtime. Making camp and sleeping through the night is usually enough. Certain abilities are very powerful, however, and it is strongly encouraged that players therefore RP a certain amount of training, tutelage, or other rationalization for the ability's sudden appearance if it's not something that would naturally arise from the minimal self-teaching an adventurer has the opportunity to indulge in. (A note on spells: Characters who are primarily spellcasters are constantly working magic and thinking about its nature; gaining new spells is more a matter of mental research, usually, and doesn't require a lot of RP. However, if you'd like to say that your character learned Sleep from studying that Sprite's Spear the party found in the last battle, that's just another enhancement of the experience for everyone.)

AP may also be used to force circumstances. Those familiar with DnD's point systems (2e's Skills and Powers character points; 3e's Eberron action points) and Mechwarrior's Edge ability will find this similar. Basically, to ensure the success of an action, you may OOCly note that you are spending one of your accumulated AP to force the circumstance, so long as the success would not ordinarily be blocked by immunities or other protections. Since we're not rolling dice for each attack or ability, this basically is a cover-your-a** method if you want to indulge in a little munchiness. For instance, the thief's Steal ability can be assumed to work the majority of the time on minor enemies; however, a boss-level enemy might not be so inattentive. Spending an AP would guarantee that your Steal attempt succeeds, despite the eyes on the back of the boss's head.

It should be noted that major NPCs - and only major NPCs - can almost-sorta force circumstances, too. They won't actually be able to automatically succeed; since, unlike the PCs, they're not sacrificing experience which could be used to purchase class abilities, they don't get the same benefits the PCs do. Instead, they merely add 50% to their chance of success. Further, they cannot declare this after the fact, as the PCs can. NPCs can only attempt to force circumstances before the determination of success or failure is made. Also, the NPC may only perform this action once in any given encounter. Finally, when an NPC forces circumstances, this results in an automatic award of 1 AP to all PCs participating in the encounter.  
PostPosted: Mon Apr 03, 2006 10:47 am
Game Mechanics: Advantages and Disadvantages


Advantages

Elemental Affinity (1-3): The character is aligned with a particular true element, giving him an edge in combat. Choose one or more of the following:

  • Ward (1). All damage directly resulting from the chosen element is reduced by 50%.
  • Proof (2). All damage directly resulting from the chosen element is completely eliminated.
  • Eater (3). All damage directly resulting from the chosen element is absorbed and heals the character for a like amount.
  • Master (1). When the character uses the chosen element in combat, all damage directly resulting from the element is increased by 50%. This includes effects inherent to weapons or other devices which the character does not directly empower.


Animal Companion (1): The character has a faithful comrade of a non-humanoid variety. This companion is not necessarily a normal animal, but unless the Monster Companion option is chosen, the companion has no extraordinary abilities above and beyond those of any "normal" trained companion such as a dog, falcon, ferret, or other reasonable category. The companion has 1/5 of the character's maximum HP and MP. Choose one of the following:

  • Counter Fang. Whenever a physical attack is aimed at the character, the companion has a 10% chance of leaping into the way to "take one for the team". The animal and master split the damage between them - the master chooses the amount of the damage total which is soaked by his companion - and, if the attack was within range for the animal to do so, the animal immediately counterattacks for an amount equal to the normal weapon damage that would be dealt by the master's equipped weapon (but without STR bonus, magical bonuses or effects, or any other enhancement - in other words, just the raw damage output of the weapon itself). This counterattack automatically hits (barring some form of extraordinary protection) and incurs any penalties which a normal attack would incur (such as fire damage from biting a fire elemental).
  • Monster Companion. The companion is a monster type, of a type equal in power or lesser to its average cousin in the wild. One of the monster type's extraordinary abilities may be chosen as a special ability of the companion, so long as it does not exceed the power of the average 1-point class ability. If applicable, this ability may be applied to the master. For instance, a Cactuar companion would not be able to use 1,000 Needles, but its superior Flee ability could be bestowed upon its master. A Vampire Bat could perform a minor bite attack which drains a small amount of HP and adds that amount to the Bat's HP total. If the monster type would normally have class abilities (above and beyond this one special ability allowed above), these may be purchased for the animal for the sum total of the cost of the ability, plus the cost of the prerequisites, plus 10% of the total of the ability and prereqs (at least 1 point). This does not actually purchase any prerequisites; it only grants access to the monster's class abilities.


Goddess's Mark (1): Effects which recover HP, such as Cure spells or Potions, are 150% effective on the character.

Specialized (4): The character is adept at learning abilities from a particular class's ability list, resulting in a deduction of 10% from the AP cost of all abilities of that class (round all fractions up). However, this cannot result in an ability costing 0 AP or negative AP.

Natural Magic (4): The character has magic essence running through his bloodline. At every 10 AP, the character learns a 1-point spell of the threadmaster's choosing. The AP are not actually spent and remain available for normal use. However, the magic has a homeostatic effect on the character, resulting in difficulty raising stats - raising any stat costs 5 AP rather than 3.

Antivenin (1-2): The character is immune to certain Poison-elemental effects. Choose one or more of the following:

  • Poison immunity (1). The character is immune to Poison status, and Bio damage is reduced by 50%.
  • Berserk immunity (1). The character is immune to Berserk status.
  • Charm immunity (2). The character is immune to Charm status.
  • Confuse immunity (2). The character is immune to Confuse status.


Disadvantages

Elemental Weakness (+2): The character is particularly susceptible to a particular true element, making that element a greater threat than normal. All damage directly resulting from the chosen element dealt to the character is increased to 150% of normal, and all damage the character deals with that element is decreased by 50%. Equipment or magical effects which grant resistance to elements are treated as follows: Ward reduces damage dealt to the character to 100% normal; Proof reduces damage to 50% normal, and Eater reduces damage to 0.

Devil's Brand (+1): Effects which recover HP, such as Cure spells or Potions, are only 50% effective on the character.

Viperprey (+1-2): The character is particularly susceptible to certain Poison-elemental effects. Choose one or more of the following:

  • Poison weakness (1). All poison effects targeting the character are half again as likely to hit - a 50% success chance on the attack becomes a 75% success chance. Bio damage is increased by 50%.
  • Berserk weakness (1). Berserk effects targeting the character are half again as likely to hit.
  • Charm weakness (2). Charm effects targeting the character are half again as likely to hit.
  • Confuse weakness (2). Confuse effects targeting the character are half again as likely to hit.


Defenseless (+2): The character is skilled at getting hit in combat. Practice makes perfect! The character's Evasion is 1/4 normal, resulting in a steeper accuracy curve for enemy attacks.

Disabled (+2-4): The character has one or more physical disabilities which cannot be healed by magical means. If the character begins play with some sort of compensation which effectively negates the status, such as a prosthetic limb, then no points are gained. Choose from the following:

  • Damaged sense (2). The character's vision or hearing is seriously hindered by an injury or condition, reducing her effectiveness in the field and possibly in combat.
  • Deaf (3). The character's hearing is so seriously damaged that she is unable to rely on it. Normal conversation may or may not be possible outside of combat, at the player's choice, but whenever quiet is necessary, the character is likely to ruin the silence, and when trying to discern specifics out of multiple sound sources, the character is hopelessly lost.
  • Blind (4). The character's vision is so seriously damaged that she is unable to rely on it. Some measure of stunted vision may or may not be possible, at the player's choice, but any hope of discerning detail is lost. If some measure of vision is retained, the character might be able to find her way around town alone, with effort, and probably won't run into stationary obstacles, but is otherwise clueless as to her surroundings. In combat or other situations requiring even minor precision, this is treated as the Blind status condition.
  • Lost limb, hand or foot (2). The character has an injury or condition resulting in the loss of use of a hand or foot. A useless hand would render two-handed weapons unfeasible and would make fast or tricky riding difficult, for instance, and would reduce the STR attribute of anything using that limb by 50%. A useless foot would reduce movement by a great deal without a crutch or cane, and would preclude all rapid movement whatsoever.
  • Lost limb, arm or leg (3). The character has an injury or condition resulting in the loss of use of an arm or leg. All of the penalties above are incurred, as well as further issues - the use of a wheelchair or other motive device might become necessary, and certain tasks would be impossible.
 

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Mon Apr 03, 2006 10:50 am
Game Mechanics: Classes, Class Abilities, and Class List


The core mechanic of this RP is the collection of class abilities. The class ability lists are a way to keep balance while still reflecting the mixed-up, unpredictable nature of the game world. Everybody is capable of the unexpected, PCs and NPCs alike. Even monsters might have taken a few class abilities (for example, from FMG - keeping things rolling with a few well-placed Hastes, or perhaps tying you down with Don't Move). You can be certain that bosses and major NPCs will be loaded down with abilities.

In this RP, any character who can be said to fall under a specific class description is rare, indeed. The majority of "classed" individuals - that is, NPCs who are more than just Jim Farmer who gives the PCs directions - have, like the PCs are expected to do, taken bits and pieces from multiple classes. Sometimes the training was catch as catch can; other times their abilities reflect a certain character concept. One way or another, just because someone casts Flare at the party doesn't mean they're a back-row caster wuss - the next minute, they could be Jumping on your a**.

However, not all NPCs are as potluck as the party. Many, especially members of powerful organizations or certain highly-skilled monsters, are masters of a chosen trade, giving them access to the most truly dangerous powers. It shouldn't escape the PC's attention that most classes are designed with an eye toward the upper-tier abilities! While a jack of all trades will be perfectly competent and capable, keep in mind that party-based efficiency allows for more deadly individuals... so long as the group stays together. (When the party splits up, you'd better hope you're in the subgroup that picked the WTMG...)

Also, don't forget that items will be awarded, both from discovery in chests and other repositories and as the spoils of battle. While even one-shot items like the lowly Tonic are rare among low-level baddies, it won't take long at all for the party to be ready to face enemies who will be leaving behind equipment loaded with magical goodness. Often, these will be the equivalent of class abilities - for instance, a Sprite's Spear is just a weapon with the Sorceror ability Sleep Sword added. Just remember that, unlike the e-games, if an NPC has an item on his drop list, he's more than likely gonna use it to fry your a** - or heal himself - in mid-battle.

THIEF
Steal
Ability to steal an item from an enemy. (I'll leave determining Success rate up to you).
Prerequisites: None
AP Cost: 1

Pickpocket
Ability to steal gil from an enemy. Don't forget to share!
Prerequisites: Steal
AP Cost: 2

Mug
Ability to steal an item fron an enemy and deal damage. Damage dealt is your normal melee damage.
Prerequisites: Steal
AP Cost: 4

Master Thief
Ability to steal an item and gil, as well as dealing damage. Hocrap, where'd my pants go?! eek
Prerequisites: Steal, Pickpocket, Mug
AP Cost: 8

Flee
The ability to move at a very high rate of speed for a short time. Ideal for escaping from enemies.
Prerequisites: None
AP Cost: 2

Escape
The ability to grant all friendly targets in a 50 foot radius the ability to move at three times their normal speed for a short time. YOU GOT TO GET OUT OF HERE!!! RUUUUUN!
Prerequisites: Flee
AP Cost: 5

Sneak Attack
The ability to deal triple damage to an enemy by sneaking up behind and striking one of his vital points. This technique only works with small stabbing weapons such as Daggers, Short Swords, Claws, etc.
Prerequisites: None
AP Cost: 3

Maiming Stab
Using the same technique as Sneak Attack, you can now choose to strike at one of your opponent's extremeties in an attempt to disable it (i.e.: arms, legs, tentacles, etc.). You can use this to attack the eyes of a large creature, if you can reach them. However, this type of attack will deal ordinary physical damage.
Prerequisites: Sneak Attack
AP Cost: 2

Bleeding Wound
Using the same technique as Sneak Attack, you can now choose to strike at an enemy's arteries. The enemy will suffer damage over time and will lose accuracy due to the pain of the wound. This attack deals double damage instead of triple.
Prerequisites: Sneak Attack
AP Cost: 2

Dazing Blow
Using the same technique as Sneak Attack, you can now choose to disable an opponent by striking at the back of their neck. This attack will render an opponent unconcious for a while, and will leave them paralyzed for several minutes after they wake up. This attack deals no damage.
Prerequisites: Sneak Attack
AP Cost: 2

Hide
The ability to avoid enemy sight detection with uncanny skill. Attacks can be made without the enemy noticing (ideal for Sneak Attack). Also, there has to be objects to work with (i.e.: Shadows, walls, rocks, trees, etc).
Prerequisites: None
AP Cost: 1

Shadow Slip
This is the ability to instantly be able to hide in any shadow that is at least half the size of your body mass. Any enemy's that are attacking you will have a 70% chance of losing track of you when you Shadow Slip. This ability is much more difficult to use than Hide, and thus cannot be used consecutively at will like Hide can.
Prerequisites: Hide
AP Cost: 3

Silent Step
The ability to avoid enemy sound detection with uncanny skill. Attacks can be made without the enemy noticing (ideal for Sneak Attack). Your movement pace will be reduced by half. Any "noisy" terrain will make Silent Step harder (i.e.: Gravel, snow, etc.).
Prerequisites: None
AP Cost: 1

Silent Walk
This ability will allow you to avoid sound detection while still moving at your normal speed. In addition, terrain noise penalties do no apply to Silent Walk. While running and using Silent Walk, terrain noise penalties apply in the same amount as Silent Step. This ability is much harder to use than hide, and thus cannot be used consecutively at will like Silent Step can.
Prerequisite: Silent Step
AP Cost: 3

Rogue's Agility
You're a bouncy little b*****d. You can move around with the greatest of ease, jumping, running, and dodging things like a chimpanzee on speed. (Basically, it gives you the ability to do things that would require an extraordinary amount of agility to do: Cling to ceilings, jump up walls, run up the tail of a dragon and sneak attack it in the eyes then slide down its leg to avoid the tail retaliation and watch the dragon bash itself in the face... see how useful it can be?)
Prerequisites: None
AP Cost: 4

Throat Stab
Channeling the spirit of the Tonberry, you can now stab an enemy in the throat and instantly kill them. To activate this ability, however, you must remain prone to attack for a short time. Also, you must make the little "doink!" sound effect, or it totally ruins the ability. Seriously. Against bosses, this results in heavy damage, not death.
Prerequisites: None
AP Cost: 6

Perfect Dodge
For a short time, you can dodge any and all attacks that come your way. This also allows you to dodge any traps. This ability cannot be used in tandem with Throat Stab, nor can you abuse it (We're all good RPers, you know what I mean).
Prerequisites: Flee, Escape, Rogue's Agility, Hide, Silent Step
AP Cost: 8

Lockpick
You are very adept at picking locks. Must have some sort of tool to pick the lock with. Thiefy Thiefy ninja .
Prerequisites: None
AP Cost: 1

Disable Traps
You can detect and disable traps with great skill.
Prerequisites: None
AP Cost: 1

Dagger Proficiency
You are proficient with small bladed weapons.
Prerequisites: None
AP Cost: 2

Sword Proficiency
You are profiecient with swords, ranging from short to long.
Prerequisites: None
AP Cost: 2

Hand-to-Hand Proficiency
You are proficient with your fists, as well as weapons such as knuckles and claws.
Prerequisites: None
AP Cost: 2




BLUE MAGE
Learning
This ability is the core ability of the Blue Mage job. With this ability, you will be able to learn enemy abilities, known as Blue Magic, by witnessing the enemy use them. You do not have to be the target of the spell/ability, you must merely be close enough to get a clear view of the ability. Once you have witnessed the ability it will then go on your Learning List and will be given an AP value. Once you spend the AP on the ability, you can use it at will like a normal spell.
Prerequisites: None
AP Cost: 5

Peep
This ability allows you to view a target enemy's relative status. You will learn the enemy's current HP, current MP, and elemental weakness. This ability does not use MP.
Prerequisites: None
AP Cost: 2

Scan
This is an upgraded form of Peep. Now you can view a target enemy's current HP / max HP, current MP / max MP, elemental weakness, status weakness, and any Blue Magic you can learn off of the enemy.
Prerequisites: Learning, Peep
AP Cost: 4

Lancet
This ability allows you to absorb an enemy's HP / MP and regain your own. The amount is small, but the ability does not require the use of MP.
Prerequisites: None
AP Cost: 4

Blue Lancet
Using their advanced knowledge of monster's anatomies, Blue Mages can use a higher form of Lancet. This ability allows you to absorb one enemy's HP / MP and regain your own as well as all friendly units within 30 feet of yourself. The amount absorbed / restored is slightly higher than Lancet.
Prerequisites: Lancet, Learning
AP Cost: 5

Force Ability
This is ideal for the impatient Blue Mage. After having used Scan on an enemy, if you detect a Blue Magic ability in the monster you can use Force Ability to force it to use the Blue Magic.
Prerequisites: Learning, Scan
AP Cost: 2





KNIGHT
Power Break
With this ability, you can lower an enemy's Strength rating. Once affected by Power Break, the enemy will deal less physical damage.
Prerequisites: None
AP Cost: 2

Magic Break
With this ability, you can lower an enemy's Magic rating. Once affected by Magic Break, the enemy will deal less magic damage (also affects Cure magic).
Prerequisites: None
AP Cost: 2

Helmet Break
With this ability, you can lower an enemy's Accuracy rating. Once affected by Helmet Break, the enemy will hit the party with physical attacks less often.
Prerequisites: None
AP Cost: 2

Armor Break
With this ability, you can lower an enemy's Defense rating. Once affected by Armor Break, the enemy will take more physical damage.
Prerequisites: Power Break
AP Cost: 3

Mental Break
With this ability, you can lower an enemy's Magic Defense rating. Once affected by Mental Break, the enemy will take more magic damage.
Prerequisites: Magic Break
AP Cost: 3

Shield Break
With this ability, you can lower an enemy's Evasion rating. Once affected by Shield Break, the enemy will be easier to hit with physical attacks.
Prerequisites: Helmet Break
AP Cost: 3

Attack Break
This ability combines the effects of Power Break, Magic Break, and Helmet Break into one ability.
Prerequisites: Power Break, Magic Break, Helmet Break
AP Cost: 5

Defense Break
This ability combines the effects of Armor Break, Mental Break and Shield Break into one ability.
Prerequisites: Armor Break, Mental Break, Shield Break
AP Cost: 6

Stock Break
This ability allows you to create a small explosion by slamming your weapon into the ground. All enemies in the area of effect will take your normal physical damage.
Prerequisites: None
AP Cost: 5

Shock
This ability allows you to create a large explosion by slamming your weapon into the ground. All enemies in the area of effect will take 1.5x your normal physical damage.
Prerequisites: Stock Break
AP Cost: 7

Darkside
This ability sacrifices your own health to deal increased physical damage. Every time you use Darkside, you must sacrifice 1/10th of your max HP. Darkside deals two times your normal physical damage. Darkside is a dark-elemental attack.
Prerequisites: None
AP Cost: 4

Cover
Cover allows you to take physical hits in place of a targeted party member. To use Cover, you must be standing in front of the party member you wish to Cover. You will take 1/4 of the normal damage that would be dealt, but cannot take any other actions.
Prerequisites: None
AP Cost: 3

Sword Proficiency
With this ability, you are proficient in the use of all types of swords.
Prerequisites: None
AP Cost: 2

Axe Proficiency
With this ability, you are proficient in the use of all types of axes.
Prerequisites: None
AP Cost: 2

Notes on Knight: To use the Knight abilities, you must be wielding a medium to large solid weapon (i.e. - Sword / Great Sword, Axe, Staff, Spear, etc.)





ENGINEER
Peek
AP cost: 2
After a short period of observation, character can glean a general description of the target's difficulty and any elemental affinities/weaknesses. Not to be used for looking up skirts.

Repair
AP cost: 2
Given appropriate time and equipment, you can fix just about anything.

Jury-rig
AP cost: 4 Prereq: Repair
Not only can you fix things, but you can do it MacGyver-style. Unless you're buck naked you can probably fix the thing well enough to get by.

Maintain equipment
AP cost: 2
You know how to keep everybody's equipment in good working order. Neither rain, nor sleet nor sandstorms nor salt water nor normal attacks shall diminish the value of any weapons, armor, or accessories, or cause anything to fail or break. Intense temperature from certain magical attacks may be a different story.

Upgrade equipment
AP cost: 6 Prereq: Maintain equipment
You can make equipment be all that it can be, and in addition you can use certain items to add on extra abilities and features. For example, an Arctic Wind one-shot item can be used to add the Ice element to a weapon.

Scavenge
AP cost: 1
In trash heaps and broken machines, you can recover the fruits of others' labors. Consequently, you often have what you need on you to carry out basic repairs and upgrades stashed away in your pack.

Use tools
AP cost: 2
Instruction manual? Psh! Who needs that?! You can figure out how it works and use it to great effect.

Make tools
AP cost: 4 Prereq: Use tools, Repair; additionally, Jury-rig to Make tools outside an appropriate work-space
You have the know-how to manufacture a mechanical device.

Use explosives
AP cost: 3
Heh. Items go boom. And, in addition, they'll go boom efficiently, where you wanted them to explode, and when you wanted them to explode. Note: this isn't just any item...only items specifically designed to detonate.

Mix (make IED)
AP cost: 4 Prereq: Use explosives
You can quickly make explosive devices using simple household chemicals and items.

Artillery expertise
AP cost: 4
All party members who are not already ranged specialists can use ranged attacks with a decreased penalty. Also, there is an increased chance to hit with bulkier artillery such as launching siege weaponry and cannon.

Piloting
AP cost: 4
From boats to airships, you can pilot them without difficulty in all normal situations. Come fly the friendly skies.

Trick piloting
AP cost: 4 Prereq: Piloting
Evade pursuit, survive extreme and freak weather situations, and in general make your hapless passengers want to shut their eyes and vomit over the side.

Owns vehicle
AP cost: 35 Prereq: Piloting, Repair
You have a vehicle of your very own to pilot... and to maintain, fuel, repair, enhance, and staff. Hell, the license fees alone'll kill you. Let's not even get into insurance. Hope you've got a clean driving record. Most insurance companies reward you for good grades, though. They reward you even more for surviving to age 25.

Identify weakness
AP cost: 6
This is only for mechanical enemies, mechanical devices, and physical structures (including buildings and boats). With observation, you can identify a means of destroying or seriously damaging the device/structure. For instance, you can find a device's “off” switch, that robot's crummy arm joint, where a buildings support beams are made shoddy materials and the wall can be bashed through, and so forth.

Increased defense: sleep
AP cost: 3
You knew that caffeine addiction you developed would help you out some day. You have a fifty-percent chance to shrug off any otherwise successful “sleep.”

Increased defense: confusion
AP cost: 3
Your methodical mind keeps your mental gears turning smoothly. You have a fifty-percent chance to shrug off any otherwise successful “confuse.”

Brew
AP cost: 5 Prereq: Scrounge or Cura
This covers making any one-shot item, be it a lowly tonic or a Phoenix Down. (Of course, the only thing that comes easy is time...)

Equip extra accessory
AP cost: 2
You can add one more accessory than other people can, since you know various ways to keep them from interfering with each others' effects.

Use gun
AP cost: 4, unless Use tools is taken in which case it costs 2

Use crossbow
AP cost: 2





SORCEROR
Fire Sword
With this ability, you can imbue your sword with fire magic. All physical attacks you make after using Fire Sword will deal 1.5x your normal physical damage to enemies weak against fire.
Prerequisites: None
AP Cost: 2

Flame Strike
This is a one time use ability. If your sword already has the ability "Fire Sword" activated on it, you can use Flame Strike as an ability. Flame Strike will deal 2.5x your normal physical damage to enemies weak against fire.
Prerequisites: Fire Sword
AP Cost: 3

Ice Sword
With this ability, you can imbue your sword with ice magic. All physical attacks you make after using Ice Sword will deal 1.5x your normal physical damage to enemies weak against Ice.
Prerequisites: None
AP Cost: 2

Ice Strike
This is a one time use ability. If your sword already has the ability "Ice Sword" activated on it, you can use Ice Strike as an ability. Ice Strike will deal 2.5x your normal physical damage to enemies weak against ice.
Prerequisites: Ice Sword
AP Cost: 3

Lightning Sword
With this ability, you can imbue your sword with lightning magic. All physical attacks you make after using Lightning Sword will deal 1.5x your normal physical damage to enemies weak against lightning.
Prerequisites: None
AP Cost: 2

Lightning Strike
This is a one time use ability. If your sword already has the ability "Lightning Sword" activated on it, you can use Lightning Strike as an ability. Lightning Strike will deal 2.5x your normal physical damage to enemies weak against Lightning.
Prerequisites: Lightning Sword
AP Cost: 3

Wind Sword
With this ability, you can imbue your sword with wind magic. All physical attacks you make after using Wind Sword will deal 1.5x your normal physical damage to enemies weak against wind.
Prerequisites: None
AP Cost: 2

Wind Strike
This is a one time use ability. If your sword already has the ability "Wind Sword" activated on it, you can use Wind Strike as an ability. Wind Strike will deal 2.5x your normal physical damage to enemies weak against wind.
Prerequisites: Wind Sword
AP Cost: 3

Water Sword
With this ability, you can imbue your sword with water magic. All physical attacks you make after using Water Sword will deal 1.5x your normal physical damage to enemies weak against water.
Prerequisites: None
AP Cost: 2

Water Strike
This is a one time use ability. If your sword already has the ability "Water Sword" activated on it, you can use Water Strike as an ability. Water Strike will deal 2.5x your normal physical damage to enemies weak against water.
Prerequisites: Water Sword
AP Cost: 3

Stone Sword
With this ability, you can imbue your sword with stone magic. All physical attacks you make after using Stone Sword will deal 1.5x your normal physical damage to enemies weak against Stone.
Prerequisites: None
AP Cost: 2

Stone Strike
This is a one time use ability. If your sword already has the ability "Stone Sword" activated on it, you can use Stone Strike as an ability. Stone Strike will deal 2.5x your normal physical damage to enemies weak against Stone.
Prerequisites: Stone Sword
AP Cost: 3

Holy Sword
With this ability, you can imbue your sword with Holy magic. All physical attacks you make after using Holy Sword will deal 2x your normal physical damage to enemies weak against Holy.
Prerequisites: None
AP Cost: 3

Holy Strike
This is a one time use ability. If your sword already has the ability "Holy Sword" activated on it, you can use Holy Strike as an ability. Holy Strike will deal 4x your normal physical damage to enemies weak against Holy.
Prerequisites: Holy Sword
AP Cost: 5

Drain Sword
With this ability, you will be able to imbue your sword with Drain magic. All physical attacks you make after using Drain Sword will steal HP from your enemy and give it back to you.
Prerequisites: None
AP Cost: 5

Aspir Sword
With this ability, you will be able to imbue your sword with Aspir magic. All physical attacks you make after using Aspir Sword will steal MP from your enemy and give it back to you.
Prerequisites: Drain Sword
AP Cost: 5

Flare Sword
With this ability, you will be able to imbue your sword with Flare magic. All physical attacks you make after using Flare Sword will do area of effect damage for 1.5x your normal melee damage.
Prerequisites: Fire Sword, Ice Sword, Lightning Sword, Wind Sword, Water Sword, Stone Sword, Holy Sword
AP Cost: 5

Meteor Sword
With this ability, you will be able to imbue your sword with Meteor magic. All physical attacks you make after using Meteor Sword will do area of effect damage for 2x your normal melee damage.
Prerequisites: Fire Sword, Ice Sword, Lightning Sword, Wind Sword, Water Sword, Stone Sword, Holy Sword, Drain Sword, Aspir Sword, Flare Sword
AP Cost: 7

Poison Sword
With this ability, you will be able to imbue your sword with poison magic. All physical attacks you make after using Poison Sword will have a 50% chance of inflicting the Poison status.
Prerequisites: None
AP Cost: 3

Sleep Sword
With this ability, you will be able to imbue your sword with sleep magic. All physical attacks you make after using Sleep Sword will have a 50% chance of inflicting the sleep status.
Prerequisites: None
AP Cost: 3

Blind Sword
With this ability, you will be able to imbue your sword with blind magic. All physical attacks you make after using Blind Sword will have a 50% chance of inflicting the blind status.
Prerequisites: None
AP Cost: 3

Silence Sword
With this ability, you will be able to imbue your sword with silence magic. All physical attacks you make after using Silence Sword will have a 50% chance of inflicting the Silence status.
Prerequisites: None
AP Cost: 3

Stop Sword
With this ability, you will be able to imbue your sword with stop magic. All physical attacks you make after using Stop Sword will have a 30% chance of inflicting the stop status.
Prerequisites: None
AP Cost: 4

Magic Shield
This is an ability that will automatically activate when you reach low HP. Magic Shield will reduce all physical attacks that you are targeted with by 1/2. If you are healed above critical HP, the Magic Shield effect will dissapear.
Prerequisites: None
AP Cost: 2

Magic Barrier
This is an ability that will automatically activate when you reach low HP. Magic Barrier will reduce all magical attacks that you are targeted with by 1/2. If you are healed above critical HP, the Magic Barrier effect will dissapear.
Prerequisites: None
AP Cost: 3

Magic Wall
This is an ability that will automatically activate when you reach low HP. Magic Wall will reduce all physical and magical attacks that you are targeted with by 3/4. If you are healed above critical HP, the Magic Wall effect will dissapear.
Prerequisites: Magic Shield, Magic Barrier.
AP Cost: 4

Sword Proficiency
With this ability you will be proficient in the use of all swords.
Prerequisites: None
AP Cost: 2





PERFORMER
Perform - primary ability

Love Sonata
These performances are simple to learn, known by many in urban areas. However, only someone trained in the secret arts can put them to good use.
Package AP cost: 4 (dances), 4 (songs)
Bar Brawl Waltz - a single-target dance which combines rude gestures and a slightly mystical mental effect; has a 50% chance to inflict Berserk.
Prerequisite: AGI 4, WIL 5
AP cost: 2
Witch Hunt - all hostile spellcasters (that is, anyone who casts spells, but not anyone who doesn't cast spells in the traditional sense, even if they have some other sort of magical ability) find that their ability to cast has been decreased, just as if they had an MP stat which had just been damaged by 25% of its current (not maximum) total.
Prerequisite: AGI 4, WIL 5
AP cost: 3
Angel Song - all allied spellcasters regain MP in the amount of 25% of their current (not maximum) total.
Prerequisite: AGI 4, WIL 5
AP cost: 3
Esuna Lullaby – a single negative status effect is removed from the targeted ally; only status effects affected by the WTMG spell Esuna can be removed. The song has a 75% chance of success.
Prerequisite: AGI 4, WIL 5
AP cost: 2

Wind Song
Traditional performances of the agrarian regions focus more on community efforts - and the initiated can use them to great effect in warding off attack.
Package AP cost: 6 (dances), 5 (songs)
Harvest Promenade - this multiple-target dance, a descendent of ancient fertility rites, is designed to stimulate the hippocampus even without mystical assistance. In the hands of a trained dancer, overstimulation can result in the Confuse status, which has a 50% chance of success.
Prerequisite: AGI 5, WIL 5
AP cost: 3
Slow Dance - affecting a single target, the dancer captivates his or her prey, sinuously redirecting the attention of the victim, preventing the target from responding readily to surrounding circumstances. This is similar to the Slow status, and has a 75% chance of success.
Prerequisite: AGI 4, WIL 6
AP cost: 4
Invitation Ballad – the singer's target is so moved by this song that the circumstances around him are swept away, inflicting Charm with a 50% chance of success. The effect lasts for about fifteen minutes or until the Charm status is otherwise removed.
Prerequisite: AGI 5, WIL 5
AP cost: 3
Minor Key – the mournful tone of this sappy song affects a single target's emotions; the blurred vision caused by its tears inflicts Blind with a 75% chance of success for as long as the song is performed and for about three minutes afterward.
Prerequisite: AGI 5, WIL 5
AP cost: 3

Forest Suite
These pieces have gained a poor reputation in recent generations as the fallback of second-rate traveling troupes. In actuality, they were developed specifically for use by trained individuals to protect them as they traveled.
Package AP cost: 5 (dances), 10 (songs)
Dispel Two-Step - this has a 100% chance of removing all barrier effects (Shell, Protect, Wall, and Reflect) on all units within line of sight, including friendly units. Use wisely.
Prerequisite: AGI 3, WIL 5
AP cost: 2
Loam Tango - so named because the single target will get a faceful of forest floor by the end. This has a 25% chance of immobilizing the target for the next round, or a 25% chance of knocking the target prone (for a total of 50% chance of something happening). Neither effect counters mentally-activated abilities, but both interfere with normal spellcasting. This dance's effects cannot affect the same target for more than one round in any three-round period.
Prerequisite: AGI 5, WIL 5
AP cost: 4
Cabbage Bile - though the origins of this song's name are shrouded in mystery, its effects are immediately apparent to all: the allied party receives a 50% increase to the SPD stat for the duration of the song – and, as an added bonus, the party is immune to any of the Break effects of the Knight class (and other class's abilities which mimic Break effects) attempted during the song.
Prerequisite: AGI 5, WIL 6
AP cost: 6
Barrier Blues – based on the same chord structure as the music underlying the Dispel Two-Step, this song is slightly more directed – and more complicated. Only allied units are affected; the singer chooses allies within line of sight and applies Shell or Protect to all of them (i.e. everyone gets Shell or everyone gets Protect). The effect caused by this spell on any one ally is canceled by any protective magic applied to that ally – Barrier Blues's Shell effect on one character would be replaced by Protect cast by a WTMG, though other allies' Shell effects would remain in place.
Prerequisite: AGI 5, WIL 6
AP cost: 6

Earth Blues
These pieces lie solidly in the realm of the initiate; they have no analogue outside the arena of combat performance. Few recognize them the first time around; if they survive to see them again, they're often too busy running.
Package AP cost: 5 (dances), 5 (songs)
Wiznaibus - over the course of the round spent dancing, the dancer carefully chooses his or her targets, accruing a lock on up to seven individuals. At the end of this lock-on period, the dancer's battle aura flares and lashes out, striking each target in turn, dealing about 25% of the target's current (not maximum) HP in damage. This bypasses armor, but is blocked completely by Barrier or Wall.
Prerequisite: Witch Hunt, WIL 6
AP cost: 3
Break Dance - summoning Earth and Holy power, this dance has a 50% chance of causing a single target to be affected by Petrify. It is blocked by Earth or Holy immunity, but not by any barrier spell. The target must be standing on soil, rock, or other natural ground, or on the ground floor (not necessarily basement, if applicable) of a building which stands on natural ground.
Prerequisite: Loam Tango
AP cost: 3
Life Song - the singer's battle aura is used in this, as with Wiznaibus, but to a different effect: it shores up the flagging auras of allied units, granting them 25% of their current (not maximum) HP total in restored HP.
Prerequisite: Angel Song, WIL 6
AP cost: 3
Sap Spit – using vocalization more than instrumentation, the singer is able to exploit weaknesses in static targets, such as buildings or vessels, causing damage as if the target was under attack by a war machine such as a trebuchet. This is especially effective against earthen construct enemies (but not enemies composed of metal or ceramic), having a 50% chance of inflicting Death with each round the song is performed.
Prerequisite: Barrier Blues
AP cost: 3

Water Rondo
Another set of performances seen only in the combat arena, the Water Rondo was compiled for battlefield support - though less scrupulous individuals have been known to use them for punishment or revenge.
Package AP cost: 7 (dances), 8 (songs)
Venom Shuffle - calling upon Poison elemental effects in the very air, the dancer envelops the target in a thin, caustic, oily haze which seeps into exposed skin and immediately enters the bloodstream. This has a 50% chance of inflicting Poison status; however, some targets are immune, and thus if the chance of success is not met, that target can never be affected by any Venom Shuffle again.
Prerequisite: AGI 6, WIL 4
AP cost: 3
Mini-uet - The dancer's contemptuous attitude gains mystical aid, manifesting in a 50% chance to inflict Mini on the target. This condition lasts for five minutes, or until the target has been thoroughly stomped into the nearest unyeilding surface.
Prerequisite: AGI 6, WIL 5
AP cost: 5
Sound of Silence – Stevie Ray Vaughn and B.B. King once had an improv blues battle in New Orleans. Vaughn drew the short straw, thus he played first. He was the best of the best, and this was perhaps the best improvisation of his tragically short life. His soul positively drained into the music. The audience was stunned. It was a tough act to follow, but King was up to the task. Rather than match Vaughn's trademark blazing scale climbs, King spent thirty seconds in silent preparation – then played one note. One long, unending note, altered only by subharmonic pitch bends and the power of his spirit. The audience was unable to choose a winner, but folk legend has it that Vaughn conceded to King privately.
This song negates all spellcasting by a specific target while it is played; alternately, it has a 50% chance of inflicting Silence on each enemy target within line of sight of the singer.
Prerequisite: AGI 5, WIL 6
AP cost: 6
Uplifting Aria – the sweeping drama of this song adds the Float status to the party while it is sung and for one minute afterward.
Prerequisite: AGI 5, WIL 5
AP cost: 4

Snowman Jazz
These performances were brought from a distant land. Perhaps they arose from traditional, non-combat dances and songs in their region of origin; they seem to have interstitial grace steps and notes which don't directly contribute to their devastating effects. However, attempts to distill the pieces down to their purer essences for purposes of modification have all proved fruitless.
Package AP cost: 10 (dances), 14 (songs)
Polka Polka - through physical and magical intimidation, the target is inflicted with Power Break (i.e. his or her STR or AGI stat, whichever is most appropriate to his or her weapon type, is effectively halved, significantly reducing the damage output of that enemy).
Prerequisite: AGI 7
AP cost: 6
Disillusion - the components to this dance are quite similar to the somatic mandala used in the barrier spells - but they've been altered, and the mystical infusion of the dance redirects these barrier effects against the dancer's target, inflicting Magic Break status (i.e. halving the target's MAG stat; this only affects traditional spellcasting).
Prerequisite: WIL 7
AP cost: 6
Battle Hymn - this song is the counter to Polka Polka. All allied units who hear this song are granted a 50% bonus to their STR or AGI stats, whichever is most appropriate to their weapon types. This bonus last for as long as the performer sings.
Prerequisite: AGI 7
AP cost: 8
Faithful March – this song is the counter to Disillusion. All allied units who hear this song are granted a 50% bonus to their MAG stat (for the purpose of this song, the MAG increase affects all MAG-dependent abilities, not just traditional spellcasting). This bonus lasts for as long as the performer sings.
Prerequisite: WIL 7
AP cost: 8

Dusk Requiem
The advanced pieces of the combat arena, it is said, cannot be taught. They must be learned through meditation upon the principles of dance, the theory of song, and the application of will.
Package AP cost: 10 (dances), 10 (songs)
Doubletime - the dancer's intricate knowledge of combat dance allow him or her to combine the effects of two other dances he or she knows. If both have a percentage chance of success, then both effects use the lesser chance (if the chance of success is not met, then both effects fail). If the target is immune to one dance's effect, the other is still viable. Common sense still reigns - if two dances just aren't going to work together, for whatever reason, Doubletime can't make it happen.
Prerequisite: At least two dances; one full school of dance must be known (e.g. both dances of Love Sonata); AGI 8
AP cost: 5
Dirty Dance - said to be developed by Swallowtail the Treasure Hunter, this dance is useful in humbling the mightiest foes. The dancer executes an agile series of leaps and tumbles, twisting past the target's defenses to physically strike the target. However, this attack does no damage whatsoever. Soon after, to the target's dismay, it becomes apparent that the dancer has actually marked the target's weak spot. After this point, every attack by the dancer's allies is treated as if a sneak attack, as per the thief ability. Only extreme measures, such as full-body shapeshifting, can negate the dance's effect.
Prerequisite: Sneak Attack, AGI 8
AP cost: 7
Circular Breathing – this song mimics the effects of Doubletime, allowing the singer to combine the effects of two other songs he or she knows. If both have a percentage chance of success, then both effects use the lesser chance (if the chance of success is not met, then both effects fail). Common sense still reigns – if two songs just aren't going to work together, or might cancel each other out, then Circular Breathing will be ineffective.
Prerequisite: At least two songs; one full school of song must be known (e.g. Both songs of Love Sonata); WIL 8
AP cost: 5
Death Metal – the looming, progressive rhythm of this darkly orchestraic piece bring a foreboding doom upon a single target, inflicting Death Sentence with a 50% chance of success. If not removed, this effect will drop the target to 0 HP in a deep state of unconsciousness after five actions on the part of the target.
Prerequisite: Witch Dance, Wiznaibus, Polka Polka, Disillusion, WIL 8
AP cost: 7

Desert Aria
The most ascetic artists come up with the most effective - and in some ways the most wack-a** - of combat performances. Those who develop such abilities are often loath to teach them, for fear of unbalancing the world's amphibian population.
Package AP cost: 7 (dances), 15 (songs)
Nameless Dance - This dance's mystical energies call upon Necro, Gravity, Poison, and Holy effects in equal measure; if a target is immune to the indicated effect's elemental basis, then the dance has no effect on that target. These effects are all blocked by Shell or Wall. The dance affects all designated targets within line of sight of the dancer.
Whenever this dance is used, the player is encouraged to roll 1d8 elsewhere (with an actual d8, or with an online dice roller) for each enemy to be affected. Each effect has a 75% chance of affecting the enemy.
Result: 1 - Poison (Poison) 2 - Blind (Necro) 3 - Silence (Gravity) 4 - Slow (Holy) 5 - Stop (Holy) 6 - Toad (Poison) 7 - Confuse (Gravity) 8 - Sleep (Necro)
Prerequisite: Wiznaibus, Harvest Promenade, Slow Dance, Venom Shuffle, AGI 9
AP cost: 3
Keen-Edge - through the power of interpretive dance, the dancer opens holes in the Gravity of the surrounding area, allowing for teleportation-like travel from spot to spot. Attempting to target more than one enemy results in severe disorientation and an immediate end to the dance, but boy, that one enemy's screwed. Not only does the dancer have plenty of opportunity to rip into the target with his or her equipped weapon, but also gets to attack the target's magical capacity directly, merely by making attacks while in the n-dimensional slip between realtime locations. In other words, the dancer deals 250% normal damage - 150% to HP, 100% to MP. The downside? The dancer may only take a move action (such as drinking a potion or withdrawing from combat) during the next round, too winded to even speak more than a single word (which may not be the verbal component of a spell or command word for a command-triggered item, of course).
Prerequisite: Slow Dance, Witch Hunt, Dispel Two-Step, WIL 9
AP cost: 7
Nameless Song – like the Nameless Dance, this causes random status effects – only these are positive, and they apply to all allies. Follow the same procedure as for Nameless Dance, targeting all allies within line of sight. Each effect has a 75% chance of affecting the ally. Note that neither the ally nor the singer can choose for an effect to be canceled or otherwise not apply!
Result: 1 – Reraise (Life3) 2 – Regen 3 – Protect 4 – Shell 5 – Haste 6 – Reflect
Prerequisite: Life Song, Cabbage Bile, Barrier Blues, WIL 9
AP cost: 7
Crescendo – without question, the cruelest of songs. This single horrific chord summons forces better left alone, which tear through the target's life force, immediately inflicting Death with a 25% chance of success. This pierces all barrier effects; even if the Death effect is not successful, all barrier effects on the target are automatically removed.
Prerequisite: Life Song, Barrier Blues, Death Metal, AGI 9
AP cost: 10


Flirt - secondary ability
The character has a 25% chance of subtly and subliminally convincing a particular hostile to leave her alone for as long as there are other targets to attack and so long as the character does not attack the affected creature. (This is the same as a Charm effect for purposes of dispel or immunity.) Note that area-effect damage is still liable to hit the flirting character. The creature may not target her specifically with that Firaga - but neither will it use less effective tactics just because she's in the way of its true target.
Prerequisite: None
AP cost: 2

Hide – secondary ability
The character can find concealment almost anywhere, allowing her to secure herself away from others' view, even if being watched (everybody has to blink sometime). Within reason, the character is capable of preventing discovery by all but the most concerted search – she may as well not be there.
Prerequisite: None
AP cost: 2

Dancer's Agility - movement ability
Agility increases the character's base movement speed (she's not hasted, but she'll probably win a chase scene), jump distance and height (by double - this does not affect extraordinary abilities such as the DRGN's Jump), and ability to avoid damage (if and only if the character elects to forego all other actions and only perform dodge actions). The increase in prowess provided by Agility may be called upon thrice per day or for up to ten nonconsecutive minutes per day, whichever expires first.
Prerequisite: AGI 6
AP cost: 1

Holy s**t, She Just Jumped Off That Freakin' Wall - movement ability
The character is capable of the following feats of skill and acumen:
* another iteration of the jump benefits of Agility (for a total of triple base distance and height, plus the benefits of prerequisite ability Rogue's Agility)
* a 20% chance to dodge missile weapons, with the lower 10% of that representing a midair grab (a la Buffy the Vampire Slayer)
* a 10% chance of disarming any armed opponent who makes a melee attack against her
Prerequisite: Perfect Dodge, AGI 8
* able to climb up any surface less sheer and slippery than a wall of frost-rimned glass
AP cost: 4

Glibness – speech ability
The character is gifted with a silver tongue; no matter how outlandish, there's a good chance that anything he or she says will be believed by even the most skeptical. When in doubt, or when it's truly out there, apply a 50% chance of success, half that in a combat or otherwise particularly hostile situation.
Prerequisite: None
AP cost: 6 [4 if the character knows at least one school of song (e.g. both songs in the Love Sonata)]

Intimidate – speech ability
The character's verbal prowess allows him to eject even the toughest jerkwad from his presence with a few carefully applied threats. The skill has a flat 50% chance of success: 25% for the target to ignore the character as per the Flirt ability; a further 25% beyond this that the target flees from the scene altogether.
Prerequisite: None
AP cost: 7 [5 if the character knows at least one school of song (e.g. both songs in the Love Sonata)]





BLACK MAGE
Equipment:
  • Rod/Wand: Allows the Black Mage to use any type of Wand or Rod as a Focus for magical power.
    Cost: 2 AP
    Pre-requisite: None
    Note: You may cast spells without a Rod or Wand equipped, but doing so reduces their normal damage by half.

Elemental Spells:
  • Fire: Cast a small ball of fire from your hand to an enemy. Does small damage.
    Cost: 1 AP
    Pre-requisite: None
  • Fira: Cast several small-sized balls of fire from your hand. They can be aimed at either one enemy for medium damage, or multiple enemies for small damage.
    Cost: 2 AP
    Pre-requisite: All Level 1 Elemental Spells
  • Firaga: Cast several medium-sized balls of fire from your hand. They can be aimed at one enemy for large damage, or multiple enemies for medium damage.
    Cost: 3 AP
    Pre-requisite: All Levels 1 and 2 Elemental Spells
  • Flare: An ancient magic that calls fire down from the skies to smite all your enemies. Does colossal damage. Has a 10% chance to render an enemy's armor useless.
    Cost: 4 AP
    Pre-requisite: All Levels 1-3 Elemental Spells

  • Blizzard: Conjure a large hailstone and cast it at one enemy. Does small damage.
    Cost: 1 AP
    Pre-requisite: None
  • Blizzara: Conjure several hailstones. Aim them at one enemy for medium damage, or several enemies for small damage.
    Cost: 2 AP
    Pre-requisite: All Level 1 Elemental Spells
  • Blizzaga: Conjure a flurry of hailstones to strike your foes. Concentrate them on one enemy for large damage, or multiple enemies for medium damage.
    Cost: 3 AP
    Pre-requisite: All Level 1 and 2 Elemental Spells
  • Freeze: Conjure a large, especially cold blizzard into an area of enemies. Does colossal damage, and has a 30% chance of freezing your enemies for 3 combat rounds.
    Cost: 4 AP
    Pre-requisite: All Level 1-3 Elemental Spells

  • Aero: Blast a small gust of wind at one enemy. Does small damage. 10% chance to knock an enemy further away from you.
    Cost: 1 AP
    Pre-requisite: None
  • Aera: Blast a long gust of wind. Focus it on one enemy for medium damage and 20% knockback chance, or spread it across multiple enemies for small damage and 10% knockback chance.
    Cost: 2 AP
    Pre-requisite: All Level 1 Elemental Spells
  • Aeraga: Summon a small tornado. Focus it at one enemy for large damage and 30% knockback chance, or multiple enemies for medium damage and 20% knockback chance.
    Cost: 3 AP
    Pre-requisite: All Level 1 and 2 Elemental Spells
  • Tornado: Summon a large, devastating tornado to sweep through your enemies. This spell will sweep them away from you, and has a 30% chance to knock them off their feet. It will cost them one round to stand back up again.
    Cost: 4 AP
    Pre-requisite: All Level 1-3 Elemental Spells

  • Stone: Hurl a small boulder at one enemy. Does small damage.
    Cost: 1 AP
    Pre-requisite: None
  • Stona: Hurl a large boulder at one enemy for medium damage, or several small boulders at multiple enemies for small damage.
    Cost: 2 AP
    Pre-requisite: All Level 1 Elemental Spells
  • Stonaga: Hurl a huge boulder at one enemy for large damage, or several large boulders at multiple enemies for medium damage.
    Cost: 3 AP
    Pre-requisite: All Level 1 and 2 Elemental Spells
  • Quake: Sunder the earth from beneath the feet of your enemies. Does colossal damage, and has a 10% chance of swallowing any one enemy into the earth. (Note: The instant-death ability does not apply to bosses or mini-bosses)
    Cost: 4 AP
    Pre-requisite: All Level 1-3 Elemental Spells

  • Thunder: Cause a bolt of lightning to strike one enemy. Does small damage.
    Cost: 1 AP
    Pre-requisite: None
  • Thundara: Causes three bolts of lighning to strike. Aim at one enemy for medium damage, or several enemies for small damage.
    Cost: 2 AP
    Pre-requisite: All Level 1 Elemental Spells
  • Thundaga: Conjures a thundercloud which casts down several bolts of lighning. Cast at one enemy for large damage, or multiple enemies for medium damage.
    Cost: 3 AP
    Pre-requisite: All Level 1 and 2 Elemental Spells
  • Burst: Massive bolts strike all enemies, accompanied by a bright flash of light. Does colossal damage, and has a 30% chance of blinding all enemies for 3 rounds.
    Cost: 4 AP
    Pre-requisite: All Level 1-3 Elemental Spells

  • Water: Conjure a small, dense orb of water and cast it at a single enemy for small damage.
    Cost: 1 AP
    Pre-requisite: None
  • Watera: Conjure several small, dense orbs of water. Cast them at one enemy for medium damage, or several enemies for small damage.
    Cost: 2 AP
    Pre-requisite: All Level 1 Elemental Spells
  • Wateraga: Conjure several medium-sized, dense orbs of water. Cast them at one enemy for large damage, or several enemies for medium damage.
    Cost: 3 AP
    Pre-requisite: All Level 1 and 2 Elemental Spells
  • Flood: Summon a flood of water to submerge a given area surrounding enemies for one full round. Does colossal damage, has a 10% chance of drowning one enemy, and a 20% chance of rusting all metal arms and armor, weakening them. If the enemy uses a rusted weapon for more than 1 round or takes more than 3 strikes on a rusted piece of armor, it will break.
    Cost: 4 AP
    Pre-requisite: All Level 1-3 Elemental Spells


Other/Non-Elemental Spells:
  • Drain: When cast, a Black Mage drains HP from an enemy and absorbs it into himself.
    Cost: 1 AP
    Pre-requisite: None
  • Aspir: When cast, a Black Mage drains MP from an enemy and absorbs it into himself.
    Cost: 2 AP
    Pre-requisite: Drain

  • Comet: Call down a meteor from the sky, strking one enemy. Does large, non-elemental damage.
    Cost: 3 AP
    Pre-requisite: All Level 1 Elemental Spells
  • Meteor: Calls down several meteors from the sky, striking all enemies. Does large, non-elemental damage.
    Cost: 5 AP
    Pre-requisite: Comet, All Level 1 and 2 Elemental Spells
  • Ultima: Causes a gigantic explosion to engulf your enemies. Does colossal, non-elemental damage.
    Cost: 7 AP
    Pre-requisite: Comet, Meteor, All Level 1-3 Elemental Spells


Status-Effect Spells:

[Note: Most status effects do not work on bosses or mini-bosses.]
  • Poison: Has a 75% chance of poisoning one enemy. If successful, that enemy will take small amounts of damage each round until poison is cured.
    Cost: 1 AP
    Pre-requisite: None
  • Bio: Does medium damage immediately, and automatically poisons the targeted enemy. If successful, that enemy will take small amounts of damage each round until poison is cured.
    Cost: 2 AP
    Pre-requisite: Poison

  • Blind: Has a 75% chance of blinding one enemy.
    Cost: 1 AP
    Pre-requisite: None
  • Sleep: Has a 75% chance of putting one enemy to sleep for 3 rounds.
    Cost: 1 AP
    Pre-requisite: None
  • Toad: Has a 60% chance of turning one enemy into a toad. While in toad-form, an enemy cannot cast magic spells, does miniscule physical damage, and cannot return to its normal form until Toad is cast upon it a second time, or a magical cure, such as Esuna, cures it.
    Cost: 1 AP
    Pre-requisite: None
  • Zombie: Has a 50% chance of turning the targeted enemy into a zombie. While in zombie form, an enemy takes damage from curing magic and potions, but is immune to darkness-based spells and abilities. Zombie status may be cured by Esuna, or similar magic, or an Ether.
    Cost: 2 AP
    Pre-requisite: None
  • Break: Has a 40% chance of petrifying a targeted enemy. A petrified enemy is frozen in stone and cannot act until cured. Petrified status can be cured by Esuna, or with a Gold Needle/Soft.
    Cost: 2 AP
    Pre-requisite: None
  • Doom: Has a 30% chance of instantly killing a targeted enemy.
    Cost: 3 AP
    Pre-requisite: None


Other Abilities:
  • Focus: When a Black Mage chooses to use this ability, he sacrifices one turn to multiply the damage his next spell will cause by x2.5. If used twice in a row, the multiplier is x4. Anything more than this does no more that x4 damage.
    Cost: 1 AP
    Pre-requisite: None
  • Mana Pool: Increases a Black Mage's MP allotment by 30%.
    Cost: 2 AP
    Pre-requisite: All Level 1 Elemental Spells, 1 Status-magic of BMs choice
  • Phenominal Cosmic Power: Increases a Black Mage's magical power by 30%. This is a passive ability.
    Cost: 4 AP
    Pre-requisite: Mana Pool, All Level 1-3 Elemental Spells
 
PostPosted: Mon Apr 03, 2006 10:50 am
Class List Continued


DRAGOON
Jump - primary ability

Lunge - mastery of the horizontal is simpler than mastery of the vertical, and is thus usually the first skill learned. Lunge allows the user to leap forward up to his AGI in meters, making an attack which deals 1.5x damage to one target. This is a rapid ability, and therefore defense against it is more a matter of armor than nimbleness. Lunge does not enhance vertical jumping ability. Using this ability does not preclude the character's move action for the turn.
Prerequisite: AGI 5
AP cost: 1

Leap - the first step in air mastery, Leap, is treated more as a maneuverability enhancement than an attack mode by most dragoon teachers. Unlike Jump, Leap relies solely on gravity to deal damage, and therefore deals less damage. Leap allows the user to leap upward up to his AGI in meters, making an attack which deals 1.5x damage to one target. This is a rapid ability, but not as rapid as Lunge, meaning Agility actually has some small effect in dodging Leap. Leap does not enhance horizontal jumping ability. Using this ability does not preclude the character's move action for the turn.
Prerequisite: AGI 5
AP cost: 1

Jump - combining Lunge and Leap, Jump allows the user to access the majority of the battlefield from a standstill. The true power of Jump, however, is that the dragoon has now learned to control himself in the air. An attack using Jump has two points of thrust - one at ground level, which begins the attack, and one at the apex of the leap, which blasts the dragoon toward the ground. Jump allows the user to leap up to 2xAGI in meters, both vertically and horizontally, making an attack which deals 2x damage to one target. This is a slow ability - because the dragoon leaps farther and spends more time in the air maneuvering, the attack is often dodged if the target's move action arrives before the dragoon lands. Using this ability does not preclude the character's move action for the turn.
Prerequisite: Lunge, Leap
AP cost: 2

Launch - a variant of Jump, Launch allows the dragoon to hurl a weapon designed for throwing at the apex of his jump. This doubles the weapon's normal maximum range, and deals 1.5x the weapon's normal damage. Ordinarily, this only works with throwing spears or javelins; however, with the UnLancer ability, other thrown weapons may be used, such as shuriken. This ability may never be combined with any other ability (such as Throw) to hurl weapons which are not designed to be thrown.
Prerequisite: Jump
AP cost: 2

High Jump - this ability increases the vertical range of Jump to 4xAGI meters, as well as increasing the damage dealt to 2.5x. If taken with Long Jump, damage is increased to 3x.
Prerequisite: Jump
AP cost: 3

Long Jump - this ability increases the horizontal range of Jump to 4xAGI meters, as well as increasing the damage dealt to 2.5x. If taken with High Jump, damage is increased to 3x.
Prerequisite: Jump
AP cost: 3

Ultimate Jump - the final mastery of airmanship, granted only to those who uphold the ideals of the Dragon, Ultimate Jump provides total battlefield control to the dragoon. Horizontal and vertical range are increased to 15xAGI in meters, and damage is increased to 6x.
Prerequisite: AGI 8, Ignore Height, Order Membership
AP cost: 7

Ignore Height - movement ability
With this ability, the dragoon's air maneuverability reaches its pinnacle. The dragoon can now make non-attack jumps from any surface, so long as the jump angle from that surface is no less than 30 degrees from the surface. The only other limitation is that the surface's angle to the center cannot be greater than 90 degrees, or the jump will terminate after that surface has been used (so a dragoon could perpetually leap his way up a surface of less than 90 degrees, could use two 90-degree surfaces to climb, or could leap from a surface angled toward him - but if he doesn't have a good landing spot after that last surface, he's in for trouble). This may not be used to attack, nor may it be used as a move action before or after an attack in the same round.
Prerequisite: AGI 7, High Jump, Long Jump
AP cost: 4

Riding, Aerial - movement ability
The character is capable of riding flying mounts. Also, the character's balance is enhanced on unstable platforms, high winds, or other adverse conditions which mimic aspects of aerial riding.
Prerequisite: Jump
AP cost: 4

Dragon Spirit - secondary ability
This is a sort of "get out of death free" card. The character purchases this ability, and it remains unactivated until the character reaches SOS status (10% HP or less). Then, by spending a full-round action, the character may invoke the Dragon's spirit, effectively casting Reraise (Life3) on himself. This ability is purchased once, but two AP must be spent to "charge" the ability (this cost is not included in the initial purchase price). After the ability is used, two AP must again be spent to reactivate it. Only one iteration of Dragon Spirit may be activated at a time.
Prerequisite: Order Membership, Ignore Height
AP cost: 4

Reis's Wind - secondary ability
By calling on draconic spirits, the dragoon grants all allied units within line of sight Regen status, as per the WTMG spell.
Prerequisite: Dragon Spirit
AP cost: 6

Dragon Breath - secondary ability
The Dragon's spirit courses through the dragoon's body when this ability is called upon. The spirit is too much for any one body to hold, however, and the excess energy is vented in the form of a roiling cone of flame which extends outward for a distance in yards equal to the user's MAG stat. This deals medium fire-elemental damage to all caught in the blast.
Prerequisite: Dragon Spirit
AP cost: 4

Eagle Eye - secondary ability
The dragoon can see at distances with great clarity, out to the horizon. For instance, a normal human might see a moving group on the horizon, whereas the dragoon could tell that the group had four humanoids with spears and a big lizard carcass on a travois.
Prerequisite: None
AP cost: 2

Order Membership - RP ability
A dragoon is normally trained in a strict order which instills in him a rigid code of honor and a strong sense of discipline and responsibility. Those who learn on their own are often deprived of the special benefits of order membership. Those who prove themselves to their brothers in an order, however, are accepted as equals. Order membership grants the dragoon one free basic weapon of his choice, one free suit of heavy armor of his choice which is etched with the order's design, and a signet ring.
Prerequisite: Jump; Equip Lance, Equip Javelin, or Equip Polearm
AP cost: 5

UnLancer - secondary ability
Ordinarily, a dragoon must have a lance, spear, or similar weapon equipped to utilize Jump to its full extent. By purchasing this ability, any weapon the dragoon chooses to equip will be eligible for the increased damage granted by Jump.
Prerequisite: Jump; Equip Lance, Equip Javelin, or Equip Polearm
AP cost: 2

Equip Lance
The character can equip any lance.
AP cost: 1

Equip Javelin
The character can equip javelins; also, the character is proficient with throwing spears.
AP cost: 1

Equip Polearm
The character can equip any polearm, including spears.
AP cost: 1

Ultima
The dragoon may purchase Ultima without the standard spell prerequisites. In addition to the cost of unlocking this ability, the dragoon must also pay the cost to purchase Ultima (7 AP). (Hey, considering Kimahri had it in the middle of his grid... razz )
Prerequisite: Order Membership, Ultimate Jump, Dragon Spirit (must be purchased and unactivated at the time of the purchase of this ability)
AP cost: 50





WHITE MAGE
White Mage Job Abilities:

*Note: When the word “spell” is mentioned in the Pre-requisites, it refers to Curative, Protective, Anti-Status, and Anti-Magic Spells (since there is no one common category in White Magic, like the Elemental Category in Black Magic).

Also, the spells attached to each other are from the same "family" or "tree".


Equipment:
•Rod/Wand: Allows the White Mage to use any type of Wand or Rod as a Focus for magical power.
Cost: 2 AP
Pre-requisite: None
Note: You may cast spells without a Rod or Wand equipped, but doing so reduces their normal damage by half.


Curative Spells:
•Cure: Grants the restoration of a small amount of health to one ally.
Cost: 1 AP
Pre-requisite: None
•Cura: Provides a gain of a medium amount of health to one ally.
Cost: 2 AP
Pre-requisite: All Level 1 Spells and 2 Anti-Status Spells
•Curaga: Allows an ally to regain a large amount of health.
Cost: 3 AP
Pre-requisite: All Level 1 and 2 Spells and 2 Nul Spells
•Full Cure: The targeted ally is restored to full health.
Cost: 4 AP
Pre-requisite: All Level 1-3 Spells, Pray

•Regen: Target gains back 10% of maximum health each turn. Lasts 5 turns.
Cost: 2 AP
Pre-requisite: All Level 1 and 2 Curative Spells, Pray

•Heal: Restores a small amount of health to all party members in range.
Cost: 2 AP
Pre-requisite: All Level 1 Spells
•Healra: Restores a good amount of health to all party members.
Cost: 3 AP
Pre-requisite: All Level 1 and 2 Spells, Pray

•Life: Restores an ally from incapacitation status and provides a small amount of health.
Cost: 2 AP
Pre-requisite: All Level 1 Elemental Spells
•Full Life: Revives an ally and restores them to full health.
Cost: 4 AP
Pre-requisite: All Level 1 and 2 Elemental Spells
•Auto Life: If incapacitated, the target character is restored as if a Life spell was cast upon them.
Cost: 6 AP
Pre-requisite: All Level 1-3 Spells, Benediction


Protective Spells:
•Protect: Decreases the damage taken by physical attacks and skills by 35%.
Cost: 1 AP
Pre-requisite: None
•Protera: Decreases the damage taken by physical attacks and skills by 50%.
Cost: 2 AP
Pre-requisite: All Level 1 Spells
•Protega: Decreases the damage taken by physical attacks and skills by 75%.
Cost: 3 AP
Pre-requisite: All Level 1 and 2 Spells

•Shell: Increases the target’s magic resistance by 35%.
Cost: 1 AP
Pre-requisite: None
•Shellara: Increases the target’s magic resistance by 50%.
Cost: 2 AP
Pre-requisite: All Level 1 Spells
•Shellaga: Increases the target’s magic resistance by 75%.
Cost: 3 AP
Pre-requisite: All Level 1 and 2 Spells

•Wall: Equivalent to the combined effects of Protega and Shellaga on the target.
Cost: 4 AP
Pre-requisite: All Level 1-3 Spells

•Reflect: Creates a shield around the targeted ally that causes magic cast upon them to be reflected back at the caster or the caster and those around him, depending on the spell’s range, for 50% of the original damage.
Cost: 2 AP
Pre-requisite: All Level 1 and 2 Protective Spells

•Dispel: Dispels any positive status effects previously placed on the target.
Cost: 2 AP
Pre-requisite: All Level 1 and 2 Protective Spells

•Blink: Creates a mirage, effectively allowing the targeted character to have a 50% chance of completely evading an enemy attack or spell. Lasts for 3 turns.
Cost: 3 AP
Pre-requisite: All Level 1-3 Spells


Anti-Status Spells:
•Poisona: Cures the effects of poison.
Cost: 1 AP
Pre-requisite: None
•Vox: Cures the effects of mute.
Cost: 1 AP
Pre-requisite: None
•Sight: Cures the effects of blind.
Cost: 1 AP
Pre-requisite: None
•Soft: Cures the effects of break.
Cost: 1 AP
Pre-requisite: Poisona, Vox, Sight
•Esuna: Cures any negative status effect.
Cost: 3 AP
Pre-requisite: All Anti-Status Spells and 3 Status Spells


Anti-Magic Spells:
•NulBlaze: Increases protection against Fire-type attacks by 40%. Lasts 4 turns.
Cost: 1 AP
Pre-requisite: None
•NulFrost: Increases protection against Ice-type attacks by 40%. Lasts 4 turns.
Cost: 1 AP
Pre-requisite: None
•NulGust: Increases protection against Wind-type attacks by 40%. Lasts 4 turns.
Cost: 1 AP
Pre-requisite: None
•NulGravel: Increases protection against Earth-type attacks by 40%. Lasts 4 turns.
Cost: 1 AP
Pre-requisite: None
•NulShock: Increases protection against Lightning-type attacks by 40%. Lasts 4 turns.
Cost: 1 AP
Pre-requisite: None
•NulTide: Increases protection against Water-type attacks by 40%. Lasts 4 turns.
Cost: 1 AP
Pre-requisite: None
•NulMagic: Resistance against all elemental and status spells is increased by 40%. Damage from dark, light, and non-elemental spells is decreased by 15%. Lasts 3 turns.
Cost: 3 AP
Pre-requisite: All Level 1-3 Spells
•NulAll: Prevents damage by any spell to allies in range for one full turn, or until magic is cast upon them.
Cost: 5 AP
Pre-requisite: All Level 1-3 Spells, Benediction


Light Spells:
•Dia: Shine a ray of holy light from the heavens upon your enemies. Causes 50% more damage to undead.
Cost: 1 AP
Pre-requisite: None
•Diara: Sunshine from above rains down upon your enemies. Aim them at one enemy for medium damage, or several enemies for small damage. Causes 50% more damage to undead.
Cost: 2 AP
Pre-requisite: All Level 1 Spells
•Diaga: Pour the light of heaven upon those who oppose you. Concentrate the beams on one enemy for large damage, or multiple enemies for medium damage. Causes 50% more damage to undead.
Cost: 3 AP
Pre-requisite: All Level 1 and 2 Spells
•Holy: Holy light concentrates itself amongst the enemies before bursting outward, harming all with its radiance. Does colossal damage. Instant death to undead.
Cost: 7 AP
Pre-requisite: All Level 1-3 Spells, Benediction


Status-Effect Spells:
[Note: Most status effects do not work on bosses or mini-bosses.]
•Mute: Has a 75% chance of negating an enemy’s ability to use magic. Can be cured with Vox or Esuna.
Cost: 1 AP
Pre-requisite: None
•Mini: Has a 60% chance of turning one enemy into a munchkin. While in munchkin-form, the damage dealt by the enemy is reduced by 50%, and the damage taken is increased by 10%. Can be cured with Esuna.
Cost: 1 AP
Pre-requisite: None
•Beserk: Has a 50% chance of making an enemy beserk. While in beserk, the enemy can only use physical attacks; no special skills, magic, or items may be used. Status may be cured by Esuna, and has a 10% chance of wearing off.
Cost: 2 AP
Pre-requisite: 2 Level 1 Status Spells
•Fear: Has a 30% chance of stopping an enemy in its tracks. Cancels any charged attack and causes the loss of the following turn. There is a 15% chance that the fear will carry over for one more turn; this 15% chance continues until it fails.
Cost: 3 AP
Pre-requisite: All Level 1 and 1 Level 2 Status Spell


Other Abilities:
•Pray: When a White Mage chooses to use this ability, she sacrifices one turn to multiply the healing power her next spell will grant by x2.5. If used twice in a row, the multiplier is x4. Anything more than this does no more that x4 damage.
Cost: 1 AP
Pre-requisite: None
•Benediction: In using this ability, a White Mage sacrifices her turn and increases the target range of the next spell used by x4. Her next turn is also bumped to first in queue; the following turn, she returns to her normal order of action, unless Benediction is selected again. In this case, the target range is increased to x6, after which point no further increases will be granted (does not include Life spells).
Cost: 2 AP
Pre-requisite: All Level 1 Spells, Pray, 4 Anti-Status or Nul Spells
•Divine Light: Increases a White Mage's magical power by 25%, and her range by 1.5x. This is a passive ability.
Cost: 4 AP
Pre-requisite: Benediction, All Level 1-3 Spells





FUSCIA MAGE
Equipment:
  • Equip Staff
    The character can equip staves. Equipping a staff has no special effect on time or yin-yang magic.
    Prerequisite: None
    AP cost: 1
  • Equip Book
    The character can equip magical tomes. Equipping a book has no special effect on time or yin-yang magic. Note that magical tomes have line-of-sight range with no range penalties for attack, and use the MAG stat rather than STR or AGI.
    Prerequisite: None
    AP cost: 2

Time Spells:
  • Haste
    Single target: Increases target's speed. Target takes an extra action (move or act, but not both) at the beginning of every round. Lasts 4 rounds.
    Prerequisite: None
    AP cost: 2
  • Hastega
    All allies within LoS: Increases target's speed. Target takes an extra action (move or act, but not both) at the beginning of every round. Lasts 4 rounds.
    Prerequisite: Haste
    AP cost: 3

  • Slow
    Single target: Decreases target's speed. Target only takes one action per turn (move or act). Lasts 4 rounds. 75% chance of success.
    Prerequisite: None
    AP cost: 2
  • Slowga
    All enemies within LoS: Decreases target's speed. Target only takes one action per turn (move or act). Lasts 4 rounds. 50% chance of success per target.
    Prerequisite: Slow
    AP cost: 3

  • Don't Move
    Single target: Prevents target from moving. Target may still take an action. Lasts 3 rounds. 75% chance of success.
    Prerequisite: None
    AP cost: 1
  • Don't Act
    Single target: Prevents target from taking an action. Target may still move. Lasts 3 rounds. 75% chance of success.
    Prerequisite: None
    AP cost: 2
  • Stop
    Single target: Prevents target from moving or taking an action. Lasts 4 rounds. 50% chance of success.
    Prerequisite: Don't Move, Don't Act
    AP cost: 3

  • Float
    Single target: Allows target to float about two feet above ground. Lasts about five minutes or until caster or target wills spell to end.
    Prerequisite: None
    AP cost: 1
  • Floataga
    All allies within LoS: Allows target to float about two feet above ground. Lasts about five minutes or until caster or target wills spell to end.
    Prerequisite: Float
    AP cost: 2

  • Demi
    Single target: Decreases target's current HP by 25 percent.
    Prerequisite: None
    AP cost: 1
  • Demira
    Single target: Decreases target's current HP by 50 percent.
    Prerequisite: Demi
    AP cost: 2
  • Demiga
    All enemies within LoS: Decreases target's current HP by 25 percent.
    Prerequisite: Demira
    AP cost: 3

  • Vanish
    Single target: Displaces target dimensionally. Physical effects have a 0% chance of success, while magical effects have a 100% chance of success. Vanish itself has a 50% chance of success, even on allies. Lasts 5 rounds.
    Prerequisite: Demiga; Hastega or Slowga; Stop
    AP cost: 3

Yin-Yang Magic:
(Note: The status effects listed under BKMG and WTMG, as well as Drain and Aspir, will not be repeated here, but they are also a part of this listing.)
  • Muddle
    Single target: Causes Confuse. Target acts erratically; the majority of the time, the target will attack one random unit (friend, foe, or neutral) within movement distance. However, there is a 10% chance each round that the target will use a random item, and another 10% chance that the target will spend the full round in defense. Lasts 3 rounds. 75% chance of success.
    Prerequisite: None
    AP cost: 1
  • Praise
    Single target: Raises attack power, effectively increasing STR by 50%. 75% chance of success. Lasts for the duration of the battle or circumstance; apply common sense. Can be dispelled.
    Prerequisite: None
    AP cost: 1
  • Threaten
    Single target: Lowers attack power, effectively cutting STR in half (Power Break). 50% chance of success. Lasts for 4 rounds.
    Prerequisite: None
    AP cost: 1
  • Preach
    Single target: Raises magic power, effectively increasing MAG by 50%. 75% chance of success. Lasts for the duration of the battle or circumstance; apply common sense. Can be dispelled.
    Prerequisite: None
    AP cost: 1
  • Solution
    Single target: Lowers magic power, effectively cutting STR in half (Magic Break). 50% chance of success. Lasts for 4 rounds.
    Prerequisite: None
    AP cost: 1
  • Charm
    Single target: Convinces target that caster and caster's allies are his own allies, worthy of defense. 50% chance of success. Lasts 5 rounds or until physically attacked (by friend or foe).
    Prerequisite: None
    AP cost: 2
  • Death Sentence
    Single target: Inflicts Death Sentence - the target has only three actions remaining; at the end of the third action, KO status is inflicted. Targets may elect to take no action in a round; this counts as 1/2 action, however, meaning that at most Death Sentence will last six rounds before inflicting KO. Death Sentence may be removed by Esuna.
    Prerequisite: Threaten or Solution
    AP cost: 3

Other Abilities:

  • Critical Quick (SOS Haste)
    The character gains Haste status when at 10% or less of maximum HP. This status may be dispelled or otherwise blocked, but it will return at the end of the character's next round spent at SOS status. The Haste status is automatically removed the moment that the character is healed above 10% of maximum HP.
    Prerequisite: Hastega
    AP cost: 4
  • MP Switch
    Character loses MP instead of HP when attacked. This is activated by spending a full-round action (equivalent to using the Defend action) and is deactivated in the same manner. Activation and deactivation take place at the end of the round; thus attacks which hit during the activation round will damage HP, and attacks which hit during the deactivation round will damage MP. Characters who reach 0 MP while MP Switch is active receive KO status, and are immediately reduced to 0 HP.
    Prerequisite: Aspir, Vanish
    AP cost: 4
  • Short Charge
    Shortcuts taken during the spell preparation process allow the character to halve the time it takes to cast a spell. This effectively allows the character to take an extra free action every other round; this action must be used to cast a spell. The free action does not include spell-like abilities or magical effects, such as the sorceror's Sword or Strike powers.
    Prerequisite: Haste, at least 2 status spells, all level 1-2 elemental spells
    AP cost: 4
  • Float - movement ability
    Character may invite Float status onto herself at will for up to ten minutes per day. The time spent need not be consecutive. Activating Float occurs at the end of a full-round Defense-equivalent action; it is deactivated in like manner.
    Prerequisite: Float
    AP cost: 5
  • Teleport - movement ability
    Character may teleport anywhere within line of sight. This has a base success rate of 80%; intervening obstacles which do not completely obscure line of sight subtract from this based upon how much concealment they grant, with a minimum reduction of 10%. For instance, teleporting to the top of a building while standing beside it at ground level might be a 25% chance of success (from the ground-floor vantage point, a person standing at the edge of the roof would only be 25% visible). Teleporting through prison bars would be 70% possible; even though the bars do not obscure a full 30% of vision, the maximum success is 80% - 10% for intervening obstacle. Teleporting into, out of, or through a null-magic area is impossible. Teleporting into the same space as an object of greater density than seawater is likewise impossible.
    The user has a maximum of 10xWIL meters per day to teleport. Thus, a user with WIL 10 could teleport at most about the length of a football field. The user may split up this distance however she wishes; however, unsuccessful teleport attempts cost half the attempted distance even though no distance is actually traveled, and the minimum range increment spent is five meters, even if less is actually traveled or if the attempt failed.
    Prerequisite: Vanish, Float (movement ability)
    AP cost: 6
  • Absorb Used MP
    The character absorbs part of a spell's power, converting it into MP equal to 1/2 the amount spent, whenever a spell targets him. The spell loses 1/2 its effectiveness when this occurs: damaging spells do only 1/2 their damage total to the character; healing spells are likewise at half efficiency; percentage-chance status spells only have 1/2 the chance to inflict the status (but the status will last the full duration and otherwise have full effect if the percentage chance of success is met despite the absorption).
    The spell must specifically target the character; multiple-target spells' MP would be absorbed if the character was one of the targets, but area-effect spells' MP would not, even if the character was at the center of the effect. In the case of multiple-target spells, only the portion of the spell which affects the absorbing character is halved; all other characters receive the spell's full effect - even so, the character still receives 1/2 the total MP cost of the spell. Spells cast by enemies and allies alike activate this ability. Special case: Spells reflected from a Reflect spell do not activate this ability; their MP is not drained, and the spell takes normal effect upon the character.
    This ability is passive and cannot be easily deactivated. To suppress this ability, the character must spend no less than a full hour in uninterrupted meditation. A like amount of effort must be expressed to reactivate the ability once it has been suppressed.
    Prerequisite: Vanish; Shellara; Aspir
    AP cost: 5



MONK
Unarmed Combat - primary ability

Novice Attack
This is the basic ability which lets a monk attack without weapons. Any character may use a barehanded attack, but only those with Novice Attack are capable of the monk's damage output, which is equal in power to a staff. The monk does one die of damage for every two points of STR he possesses.
Prerequisite: VIT 4, STR 4
AP cost: 1

Multitarget
The character is capable of entering the fray and laying waste. Up to four targets within arm's reach can be attacked unarmed at once, doing normal damage to each. This may only be used once every 4 rounds.
Prerequisite: Novice Attack
AP cost: 2

Monk Attack
This ability represents the monk's advancement in training. His damage output has increased, making his unarmed attack equivalent to most swords in power. Every other round, he may make an additional melee attack. The monk does one die of damage for every two points of STR he possesses.
Prerequisite: Novice Attack, VIT 5
AP cost: 2

Repeating Fist
By invoking this ability, the monk is able to deliver up to three unarmed melee attacks against one target in the same round without sacrificing his move action. Each has the normal chance to hit and causes 1/2 normal damage.
Prerequisite: Multitarget, Monk Attack
AP cost: 1

Counter Fist
With this training, the monk has a flat 25% chance to reply to any melee attack with a counterattack, so long as he is unarmed, as a free action once per round. (Take note if you're attacking someone with Counter Fist - work it into your post!)
Prerequisite: Monk Attack
AP cost: 2

Stigma Fist
Similar to the Esuna spell, but targets the self only. The monk purges himself of negative status anomalies, as the Meditate secondary ability.
Prerequisite: Meditate, WIL 5
AP cost: 2

Bum Rush
Bum Rush is a powerhouse sequence - it's blatant and easily blocked. The key is to begin with a feint that opens the opponent to everything that the monk can dish out. When using Bum Rush, the monk has a 75% chance of his feint succeeding, resulting in an attack which deals 2x melee damage. If the feint does not succeed, the entire affair is blocked, dodged, or otherwise avoided.
Prerequisite: Monk Attack
AP cost: 3.

Black Belt
Further training results in greater power. The monk's unarmed attack is now equivalent to an axe. He now gains two attacks per round - but if he sacrifices his move action to make a full-round attack, he only gets one extra attack, meaning three attacks in the round is his maximum without invoking a special ability. The monk does one die of damage for every two points of STR he possesses.
Prerequisite: Counter Fist, Meditate, STR 5
AP cost: 3

Wave Fist
By striking the air as if it were solid, the monk can translate the force of an unarmed attack across a distance to impact a single target for 1.5x standard melee damage. This allows the monk to direct a melee attack against a target up to WIL meters distant. This is an Air-elemental attack.
Prerequisite: Black Belt
AP cost: 2

Earth Slash
It is said that a monk can draw strength from the very earth beneath him in times of trouble. By using the Earth Slash, the monk can project his strength through the earth, dealing an unarmed attack through the ground which races toward any enemy within line of sight. The attack explodes beneath the enemy, dealing 1.5x standard melee damage. Note that cover or concealment does not lower the chance of this attack connecting; so long as the monk can see some portion of the target, the chance to hit is normal. Use of this ability requires that both the monk and the target be connected by an unbroken line of earth (not stone). This is an Earth-elemental attack.
Prerequisite: Black Belt
AP cost: 2

Flame Dance
The monk's chi manipulation causes fires (such as torches) within three meters of the target to burst forth in wild conflagration, pouring Fire-element damage onto the target in equivalence to 1.5x the monk's standard melee attack. The target and at least one flame source must be within line of sight, as per the requirements detailed in Earth Slash.
Prerequisite: Black Belt
AP cost: 2

Water Ball
The spirit of the water hears the monk's call to action, and a ball of water from a source of at least three contiguous gallons blasts forth to attack the monk's chosen target for 1.5x the monk's melee damage. This is a Water-elemental attack. The water may be fresh, salt, or brine, but anything less pure than slightly silty water may not be used (for instance, Water Ball could not be formed from tasty 100% fruit juice). In terms of range and line of sight, this operates exactly as Flame Dance.
Prerequisite: Black Belt
AP cost: 2

Ice Spear
The monk's force projection capabilities allow him to initiate a powerful attack through surrounding ice. So long as there is a contiguous line of ice connecting the monk and his target, the attack will travel through, exploding beneath the target in a sudden formation of crystalline spikes. This is an Ice-element attack which deals 1.5x the monk's melee damage. In all other respects, treat this exactly as Earth Slash.
Prerequisite: Black Belt
AP cost: 2

Lightning Crashes
By calling upon the very ionic forces present in the air during a storm or the immediate buildup to a storm, the monk is capable of forming a bolt of pure electronic death. This bolt travels from the monk to the target instantaneously, dealing 1.5x the monk's melee damage in Lightning-elemental force. (Note that this doesn't follow the usual physics for grounding and such - no matter what, if it hits, it deals the damage, barring Lightning immunity.) There must be 100% line of sight to the target, with no cover (but concealment, such as by thick fog, is acceptable). The weather must be stormy or close to it for this to operate; otherwise, there must be an exposed source of electricity nearby.
Prerequisite: Black Belt
AP cost: 2

Secret Fist
This attack involves careful study of the enemy's construction beforehand, thus precluding a move action - the attack itself is full-round. After the study period, an attack is made which deals no damage, but has a 35% chance of inflicting Death Sentence (3 rounds). Even if the success chance is not met, further attempts may be made against the same enemy, but now as a standard action, as only one move action spent in study of a particular enemy is required. Only one enemy may be considered studied at a time - using Secret Fist against a different enemy negates the move action spent in study for an earlier enemy.
Prerequisite: Black Belt, WIL 5
AP cost: 2

Chakra
By refocusing his spirit, the monk is able to open his chakra to the world around him. He can even extend this to up to four allies within arm's reach. The result is a slight restoration of HP and MP - about equivalent to the amount gained by Drain and Aspir, respectively.
Prerequisite: Stigma Fist, Black Belt
AP cost: 2

Revive
The monk's connection to the spiritual surrounding him is so great that he can give new vigor to those completely devoid of strength, canceling KO status for one unit within arm's reach with a 50% chance of success. It is said that even the dead can be raised by a willful monk.
Prerequisite: Chakra
AP cost: 3

Hamedo
By reading an opponent's chi, the monk can apply the proper counterforce to neutralize - even overcome - an attack which has not even taken place. This is the principle of Maschine Klatsch. A monk with Hamedo has a 10% chance of preempting any melee attack directed against him with an unarmed attack of his own, resulting in damage equivalent to the thief's Sneak Attack ability. The enemy's attempted attack never takes place. (Like Counter Fist, keep this ability in mind when posting an attack against someone with Hamedo!)
Prerequisite: Counter Fist, Black Belt
AP cost: 3

Order Membership - RP ability
Not all monks learn their skills in monasteries, but even self-taught monks eventually seek masters to guide them. The monk with this ability has been taught under the auspices of a master or a focused group, or is otherwise connected to a monastic system which gives him certain benefits.
Prerequisite: Novice Attack
AP cost: 2

Meditate - secondary ability
The world of the self is as expansive as the world outside. Some philosophers even believe that they are one and the same. The monk's quest for perfection involves the spiritual as much as the physical, if not more. By spending an hour or more a day in meditation, the monk keeps himself in top spiritual condition. At the end of an hour's meditation, the monk can purge himself of negative status effects (Blind, Confusion, Silence, Berserk, Frog, Mini, Poison, Don't Move, and the Knight's Break abilities). His wounds are healed at double the natural rate, and all fatigue is washed away. The monk is rested as if by six hours of sleep for every hour of meditation.
Prerequisite: Order Membership, Monk Attack
AP cost: 3

Insight - secondary ability
A monk who has dedicated himself to his quest is capable of superhuman feats. For instance, the monk who has attained Insight is able to close off the outside world and search within for what he seeks. This is a sort of ESP, allowing the monk to spend an hour in meditation, choose a location or person familiar to him, and view, for a brief period (WIL + MAG minutes), the circumstances in the area from any perspective he would consider usual (usually eye level, as opposed to from atop a streetlight, for instance). This includes all five senses, though the monk is not actually present and cannot affect the circumstances. Even terribly strong spiritual impressions may be revealed - but this is rare, as spirits strong enough to be detected are usually veiled.
During the use of Insight, the monk is completely defenseless. Only strong force (slapping, shaking) or very loud noise can rouse him from his trance. Even then, a full round of "coming to" is required. At any time, the monk can rouse himself; this also incurs the full round of "coming to".
Prerequisite: Meditate, WIL 5, MAG 5
AP cost: 3

Endure Elements - secondary ability
The monk's focus on bodily perfection allows him to withstand extremes of heat and cold. Temperatures equaling a desert at high noon or a high mountain's bleak chill may be braved without the aid of special clothing or preparation (though the necessities, such as food, water, and air, must still be present).
Likewise, this ability aids the monk in shrugging off magical Fire and Ice effects. Any damage dealt directly by Fire and Ice elements is halved for the monk, as if he had the Fire Ward and Ice Ward advantages.
Prerequisite: Meditate, MAG 6, WIL 6
AP cost: 3



UNIVERSAL ABILITIES
Level 1 Utility Spells
  • Light (Gravity)
    A ball of light approximately equivalent to a torch's illumination is created on the end of a rod, staff, or wand held by the caster. The caster chooses the hue of the light, which remains in existence for MAG x3 minutes or until the caster wills it out.
    Prerequisite: None
    AP cost: 1
  • Disguise (Poison)
    The caster can disguise himself or any willing target he touches, putting an illusion over features and details to match a different form of the caster's choosing. The caster can only make fine adjustments to dimensions - height and girth cannot be grossly altered - but facial features and other distinguishing marks (such as the boniness of the target's hands, for instance) can be shifted as the caster sees fit. Clothing has a visual glamer cast over it which is not as restrictive as the glamer over the target's body, but gross alterations to clothing are easier to detect. This lasts for MAG x4 minutes or until the target wills it away.
    Prerequisite: None
    AP cost: 1
  • Arcane Discernment (Holy, Gravity)
    This operates in two ways: it detects magical emanations as a visual aura, and it also allows the caster to handle magical items to determine their effects. When cast, the spell lasts for MAG x2 minutes.
    Prerequisite: None
    AP cost: 1
  • Pass Without Trace (Holy)
    For MAG x4 minutes, the target touched by the caster will not leave tracks, even if she walks through mud, ink, or ichor. Handy for getting into those hard-to-reach places.
    Prerequisite: None
    AP cost: 1
  • Esper Hand (Gravity)
    The caster focuses on one nonliving target within line of sight of MAG x7 kilograms or less. He is able to move this object in a manner similar to telekinesis (though not with enough velocity or force to deal damage) for as long as he maintains concentration.
    Prerequisite: None
    AP cost: 1
  • PHS (Holy)
    After casting this spell, the mage can hold whispered conversation with anyone within line of sight just by concentrating on that person. Both the caster and the target may whisper to one another; the person speaking must be looking in the direction of the person being spoken to, and the caster must maintain visual contact with the target. The conversation involves concentration, and concentrating on a target alerts the target to what's going on, so it cannot be used just to listen in on their half of a conversation at a distance, for instance. The caster may switch targets at any time merely by switching the person in his field of vision and concentrating. The spell lasts for MAG minutes.
    Prerequisite: None
    AP cost: 1

Level 3 Utility Spells
  • Clairsentience (Gravity)
    The caster concentrates on any area with which she is familiar. She can now detect this area from a familiar position (e.g. street level, but not from on top of a streetlight), but with only one of the five senses, chosen at the time of casting. The quality is imperfect, like a flashback sequence in a '50s sitcom, and does not provide enormous detail, but is clear enough to identify individuals or be otherwise broadly useful. The visitation lasts as long as the caster concentrates.
    Prerequisite: Six Gravity spells
    AP cost: 3

Universal Abilities

Spellcraft
The character is familiar with the working structure of magic and can identify spells as they are being cast. Furthermore, with effort, time, and resources, the character can customize and modify existing spells - or even create new spells.
Prerequisite: 3 spells (at least one must not be a true elemental spell)
AP cost: 3

Counterspell
The character is able to negate the effects of an enemy's spell by casting a spell of her own. The counterspell must have an MP cost at least equaling that of the spell it counters, and it must be of an element in opposition to the countered spell. For instance, a Haste spell (Necro, ~8 MP) could be countered in mid-casting with Holy (Holy, ~54 MP) - a waste, but certainly effective. Neither the spell nor its counterspell have any effect on the world; they merely cancel each other out, returning their energies harmlessly to the environment. Both casters pay the MP costs for their chosen spells. Only one spell may be countered per counterspell.
Prerequisite: 6 spells, representing at least three different major elements
AP cost: 3

Add Effect
By spending AP and a day of relatively undisturbed work, the character can cast any spell she knows into an item as an inherent quality. For example, if the character knows Fire, she can add Firestrike to her rod. Adding different effects has different AP costs, as follows:
  • Adding ward to armor or a non-armor item.
  • Adding proof to armor or a non-armor item costs 3 AP.
  • Adding eater to armor or a non-armor item costs 5 AP.
  • Adding a permanent spell effect - such as Haste - to armor or a non-armor item costs 4 AP.
  • Adding sword to a weapon, giving it a 30% chance to reproduce the spell effect on a successful hit, costs 3 AP.
  • Adding strike to a weapon, making the weapon's damage into elemental damage, costs 3 AP.
Prerequisite: At least 2 true elemental spells; at least 6 spells total
AP cost: 6
 

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Mon Apr 03, 2006 10:28 pm
Bio Form


The bio format is as follows (all prettiness is stolen shamelessly from Kelwyn):

[color=darkred][b]Name:[/b]
[b]Age:[/b]
[b]General Description:[/b]
[list][*][i]Height:[/i]
[*][i]Weight:[/i]
[*][i]Hair:[/i]
[*][i]Eyes:[/i]
[*][i]Skin:[/i]
[*][i]Build:[/i]
[*][i]Misc:[/i][/list][/color]

[color=red][b]Equipment:[/b]
[list][*][i]Clothing:[/i]
[*][i]Weapons:[/i]
[*][i]Equipment:[/i][/list][/color]

[color=orange][b]Statistics:[/b]
[list][*]STR -
[*]VIT -
[*]AGI -
[*]SPD -
[*]MAG -
[*]WIL - [/list]

[b]Advantages:[/b]
[list][*][/list]
[b]Disadvantages:[/b]
[list][*][/list][/color]
[color=green][b]Class Abilities:[/b] (total AP = 5)
[list][*][/list][/color]

[color=blue][b]Skills:[/b]
[list][*][u][/u]:
[*][u][/u]:
[*][u][/u]:
[*][u][/u]:[/list][/color]

[color=darkblue][b]Brief History:[/b][/color]
[color=indigo]
[b]Goals:[/b]
[list][*][u]Short Term[/u]:
[*][u]Long Term[/u]:
[/list][/color]


See the bios posted below for examples.


Posted Bios



Kelwyn
Kelwyn
Name: Morgan Aquill
Age: 26
General Description:
  • Height: 5' 6"
  • Weight: 127 lbs.
  • Hair: Auburn, curly, mid-back length
  • Eyes: Dark aqua, tend to squint
  • Skin: Tanned, rough
  • Build: Lean and muscular (not bulky)
  • Misc: Compass rose tattoo in black ink on left shoulder. Ferret named Jewel generally found somewhere on/nearby her.

Equipment:
  • Clothing: Standard sailors' garb. Loose trousers tucked into knee-high leather boots; loose unbleached muslin shirt; faded, dark blue bandana tied around the top of her head; long leather vest/sleeveless jacket (thigh-length); weatherproof cape, knee-length. No obvious jewelry or trinkets. Very utilitarian.
  • Weapons: Boot knife (concealed in right boot); set of 5 throwing knives (concealed in various places); 1 long, straight dagger belted at the waist on the right side; 1 shorter, curved dagger sheathed under her left arm, beneath her vest.
  • Equipment: Coil of 10' of hemp rope, belted at waist on left side; LOTS of pockets, hidden or otherwise; decoy moneybag holding trinkets of no consequential value, tied next to the rope.


Statistics:
  • STR - 4
  • VIT - 6
  • AGI - 8
  • SPD - 7
  • MAG - 4
  • WIL - 4

Advantages:
  • Water Proof (-2)
  • Animal Companion [ferret, Counter Fang] (-1)

Disadvantages:
  • Lightning Weakness (+2)
  • Charm Weakness (+2)

Class Abilities: (total AP = 5)
  • Steal (1)
  • Silent Step (1)
  • Lockpick (1)
  • Dagger Proficiency (2)
  • Sneak Attack (3)
  • Hide (2)
  • Flee (2)
  • Pickpocket (2)

Skills:
  • Knowledge Ships: You know how to sail a ship from one port to another, including how the various parts work to make the ship.... well, go. Don't mean you can pull into Tortuga by your lonesome though, savvy?
  • Nautical Know-How: You've been sailing the seas for quite a while. While at sea, you know where north lies, how to read a map and compass, as well as the location of the major ports in your area... plus a few choice hidey-holes. You know the best sea monster stories by heart, as well as more practical things such as which ports have the best rum, and in which you're likely to be arrested or shot on sight.
  • Water Baby: You learned how to swim before you could walk, and are as comfortable in and under the water as on land or a ship. Swimming through rough or stormy waters is still difficult, but not impossible.
  • Rope Trick: You are adept at playing with and using rope and similar materials. You can make and untie difficult knots, meaning you are more likely to tie something (or someone) up securely, and more likely to free yourself if bound by rope or other similar materials.


Brief History: Morgan's mother, Ermina, died in childbirth when Morgan was born, so she was raised by her father, Rin Aquill. Since her father was a the captain of a privateer vessel, the "Ermina" after her late mother, he raised his daughter on the high seas. She was taught everything about sailing and privateering, from the holds to the crows nest (cleaning, maintaining, working ropes, fighting, etc.), and she could swim before she could walk. Her father's ship was caught in a hurricane and shipwrecked when she was 19; her father and approximately half the crew drowned. Since then she has worked ships as crew, making her way from one port to another as she pleases on about any boat that will have her, from merchant vessels to pirate ships.

Goals:
  • Short Term: Acquire treasure, chase horizons, stay free.
  • Long Term: Save enough gold to purchase, outfit, and crew her own ship, captaining it either as a privateer like her father, or a pirate. Whichever seems more interesting.



Saoszuc
Saoszuc
Name: Sao Kolo
Age: 24
General Description:
  • Height: 5' 7"
  • Weight: 135 lbs.
  • Hair: Scarlet, spiked like a palm frond, medium-length
  • Eyes: Bright green
  • Skin: Very dark - coffee, no cream
  • Build: More muscular and less wiry than your average seafaring woman
  • Misc: Keeps a water flan hatchling on her, usually around her wrist.

Equipment:
  • Clothing: A compromise between light sailing wear and combat padding. Thick, quilted cloth vest of the variety often underlying chainmail; canvas pants - light, but not terribly mobile; thick boiled-leather boots; thick leather bracers. (Leather Wrist - Evasion +1; Padded Mail - Evasion +1)
  • Weapons: A basket-hilted epee in a scabbard at her left hip. Oddly, no secondary weapon. (Epee - 1d cool
  • Equipment: A first-aid kit with poultices, herbs, bandages, and ties; a small vellum-leaved book with an attached pencil; an ornate silverwrought pendant with what looks like a small ruby at its center.


Statistics:
  • STR - 8
  • VIT - 8
  • AGI - 5
  • SPD - 3
  • MAG - 5
  • WIL - 3

Advantages:
  • Lightning Master (-1)
  • Animal Companion [water flan hatchling, Monster Companion, casts Water](-2)

Disadvantages:
  • Devil's Brand (+1)
  • Ice Weakness (+2)

Class Abilities: (total AP = 5)
  • Sword Proficiency (2)
  • Lightning Sword (2)
  • Equip Polearm (1)
  • Haste (2)
  • Demi (1)

Skills:
  • Knowledge Ships: General seamanship; proficiency at each post on board a sailing vessel.
  • Orienteering: While you're not unerring out on the open seas, when you're on land, you're pretty much guaranteed to find your way. You can tell the cardinal directions, estimate distance traveled, and triangulate with a map.
  • Well-Traveled: Between all the journeys you've taken and the things you've learned from others, you're quite the globetrotter. In any area with which you're familiar, you can be counted on to know the ins and outs that others haven't been exposed to.
  • Riding: Most folks can ride a mount. You take it to another level. Hard riding and controlling recalcitrant mounts is simple for you, and you're a lot more likely than not to succeed when attempting acts of foolishness like leaping from horse to horse.


Brief History: Sao was born in Corusc. Her parents separated when she was four, and they reached an equanaminous decision regarding her care: she would spend her early years with her mother, who had just joined a shipping company as an appraiser, with visits to her father for the summers; at age ten, the roles would reverse, and she would spend most of her time in Corusc with her mason father, spending summers on the sea. Her early years taught her to love the slap of waves on a ship, but an even greater influence came at age eleven, when she was scouted for induction into an order of magic knights after a blundered attempt to join the local magic guild. Once she turned 16, she went out on her own, selling herself as a mercenary to privateers along the Great Bay.

Goals:
  • Short Term: Work out her wild oats so that she can return to her order as a full member.
  • Long Term: She's thought little about the long term... she just assumes that she'll live a long, boring, celibate life in her order after she's done with the seas.


The numbers:
  • HP - 54
  • MP - 16
  • EVA - 8(+2)
  • M.EVA - 8



Tahpenes
CharGen v1.1
Name: Sahlana
Age: 21
General Description:
  • Height: 5' 3"
  • Weight: 170 lbs.
  • Hair: Pale blonde
  • Eyes: Gray
  • Skin: "Would you like coffee with your cream?" XD
  • Build: "Chubby" or "plump" would both do nicely; it's almost evenly distributed, as if all her muscle had just chosen to relax and grow an extra centimeter of cushioning
  • Misc: Sahlana prefers to wear her hair up in some form of knot, but she keeps it loose so strands tend to fall out, and by the end of the day it's inevitably in tatters.


Equipment:
  • Clothing: A ruffly, white linen shirt cut a bit low in the front; a long, somewhat fancy off-black skirt with a high slit and too much embroidery; black leather boots - all new
  • Weapons: A hooked, white oak staff (functions as a rod/wand)
  • Equipment: Three tonics, one of which is close to its expiration date; dagger with an approx. 5% chance of proc-ing Fire


Statistics:
  • STR - 7
  • VIT - 5
  • AGI - 3
  • SPD - 3
  • MAG - 9
  • WIL - 6


Advantages:
  • None

Disadvantages:
  • None

Class Abilities: (total AP = 5)
  • Rod/wand proficiency (2)
  • Novice attack (1)
  • Multitarget (2)
  • Cure (1)
  • Pray (1)


Skills:
  • Etiquette: You know what to say and how to act to get along in high (or at least, decent) society; whether or not you choose to is another matter.
  • Asset Management: As a child, your favorite book was Berenstein Bears Diversify their Stock Portfolio.
  • Research/Scholarship: You know your way around a library and various reference materials.
  • Management: Time spent managing the servants assigned to you and training to manage a household can translate into other areas of personnel management. Whether you have the charisma to pull it off is a separate issue entirely.


Brief History: Sahlana is the second eldest daughter of a wealthy merchant household, and consequently she was more or less destined to marry well (preferably "up" into the minor aristocracy to secure her family some good contacts) and spend the rest of her days being primarily concerned with dress colors, sitting room arrangement, and discerning how much her husband was spending on his "secret" mistress by how much of a discrepancy there was in the account records each month. When a daughter of a sea-based merchant spends her teens becoming more and more convinced that the entire system is corrupt and exploitative and anti-woman and that she's not going to be limited by her classist upbringing, and finally works up the balls to really rebel, where else would she go but to hang out with pirates? It didn't take too many days of standing out like a sore thumb at a local dive before she caught the eye of a curious pirate captain. She was hopeless as far as the ship's duties went, but Sahlana was enamored with the idea (more than she was with the man) and she proved to be more than competent in the bedroom. Whether or not the crew would have grown disgusted enough with her to make her life a living hell never became an issue, since the privateers took them all captive before it got to that point.

Goals:
  • Short Term: Not be killed by pirates, privateers, mutineers, or any other type of person with sharp blades and too much alcohol in their system.
  • Long Term: Find a niche for herself; rediscover the same sense of place/purpose she had with her family, but without the accompanying social bullshit.


Chibicid
Chibicid

Name: Locke Karn
Age: 19 1/2
General Description:
  • Height: 5'8
  • Weight: 155
  • Hair: Light brown, natural blonde highlights, spiked in the front
  • Eyes: Blue-grey
  • Skin: Slightly tanned
  • Build: Fairly tall and mostly slender, starting to build a little muscle from the deck work that has been required of him.
  • Misc:Has a small burn mark on the right side of his neck from an accident with poison; carries a tiny snow-white avian hatchling in his coat pocket that he found on the deck one day while at port.


Equipment:
  • Clothing: A light blue loose-fitting long-sleeved shirt, tightish brown breeches, and leather boots. Wears a sort of cargo vest with lots of pockets over the shirt and, on occasion, a slightly lopsided brown cap from time to time.
  • Weapons: A dark cedar staff that semi-spirals at the top
  • Equipment: A thin, leather-bound booklet of homemade remedies and short incantations; a fisherman's knife; a golden pocketwatch (a gift from the pirate captain...lol); and a small sapphire attached to a thin silver chain that hangs around the neck.


Statistics:
  • STR - 3
  • VIT - 4
  • AGI - 5
  • SPD - 4
  • MAG - 8
  • WIL - 7


Advantages:
  • Ice Proof (-1)
  • Natural Magic (-4)
  • Animal Companion [avian hatchling, Counter Fang] (-1)

Disadvantages:
  • Fire Weakness (+2)
  • Poison Weakness (+1)
  • Confuse Weakness (+2)

Class Abilities: (total AP = 14)
  • Rod/Wand (2)
  • Focus (1)
  • Blizzard (1)
  • Blizarra (2)
  • Fire (1)
  • Aero (1)
  • Poison (1)
  • Blind (1)
  • Drain (1)
  • Stone (1)
  • Thunder (1)
  • Water (1)
  • Disguise (NM)


Skills:
  • Cooking: Being raised on a farm, you know how to use vegetables and other produce to whip something up for the hard working members of the family. You've also been taught a few things on herbal preparation for remedies and the like.
  • Research/Scholarship: You've been known to skip out on an afternoon of work to read a good book. Way to go, nerd. At least you can beat up those who pick on you with that new spell you read up on.
  • Water Baby: Growing up on an island made you accustomed to the water. Good thing, too, else you'd be totally useless onboard a ship.
  • Pretty Boy Charm: You're cute as a button and you use that to your advantage. It seems like everyone loves you. Heck, you can even get a burly, masculine pirate to reconsider his sexuality. Way to go! Just make sure you watch your back...and don't drop the soap. Ever.


Brief History:Locke hails from Abscero, a small fishing community. His family comes from an ancient line of magicians, though they have become disconnected from those roots for unknown reasons. Locke himself only knows what his mother taught him. He grew up praising the statue of Shiva, and seems to have taken on some of her "icy" qualities. However, his demeanor is easily melted by kind words or a smile, and he quickly becomes a genial and over-friendly character. He was picked on in the past for his effiminate demeanor and lack of skill in fishing; he thus helped his mother around the house and at the gardening while his older brother fished with his father. One day, Locke was picked up from his island by a group of pirates. Although the pirates found him rather useless onboard, the captain took a special liking to him and, as a reward for his services, kept him in his highest esteem and prevented too much harrassment. That is, until, the ship was captured by the privateers of the Stonefish.

Goals:
  • Short Term: To survive on the ship without getting beaten up again...and perhaps to not get hit on by a certain shipman anymore...
  • Long Term: To return home for a more quiet life, or to settle down in a coastal city to increase his studies



Tanasha
Tanasha
Name: Sepia
Age:19
General Description: Of average appearance, although a touch more attractive. She blends in well with a crowd.
  • Height: 164cm
  • Weight: 63kg
  • Hair: Black
  • Eyes: Sea green
  • Skin: Decently tanned
  • Build: Athletic
  • Misc: Has no visable identifying marks, and seems content to be a traveling preformer who isn't very memorable


Equipment:
  • Clothing: A cheap and thin rip-off of a karate gi which is of low enough quality that it would tear if grabbed with moderate force, although that's probably why she chose it. A discharged amulet of wallwalk.
  • Weapons: She has an assassin's dagger which is designed so that a vial of poison can be screwed into the hilt, with a simple button at the upper edge of the hilt shifting a plate with a hole in it into alignment with a thin channel so that when pressed capillary action would result in the poison flowing upwards to the tip and then down along a notch just behind the blade. She's run out of poison. It has run out of poison and has yet to be refilled. She also wears a thin, flexible blade which is disguised as a leg-band.
  • Equipment: She travels light; a coinpurse, her weapons, a change of clothes, and a book of strange non-magical runes which appear to be unintelligible but is really an encoded assassin's guide.


Statistics:
  • STR - 5
  • VIT - 3
  • AGI - 8
  • SPD - 7
  • MAG - 4
  • WIL - 5


Advantages:
  • None

Disadvantages:
  • None

Class Abilities: (total AP = 5)
  • Love Sonata (Dances.)
  • Lockpick


Skills:
  • Coldblooded murder: If somebody is incapacitated, they can be killed silently with any bladed weapon.
  • Mask creation: Almost anything can be made into a mask if you have a sharp enough blade and the time for it.
  • Poison usage: With practice, it's not hard to learn how to use premade poisons to great effect, such as sneaking it into food and poisoning objects.
  • Information scrounge: If you know where to go and how to act, you can overhear almost anything you want to know.


Brief History: Many years ago, Sepia's father was a successful merchant. They lived a quiet life in Kudram, and she spent her days attending school to become a dancer. Unfortunately, one day pirates captured her father's ship, and while he returned alive his livelyhood did not. While they weren't left completely destitute, it was a horrible blow to her family. While it irritated her that she could no longer attend school, the state of depressed helplessness which her family was left in was the true blow. After about a month of watching her father, mother, and older brother struggle to find jobs to make ends meet as the money from pawning their possessions dwindeled away, she left home promising to 'make things right'.
Her quest for vengence and cash resulted in her falling into a dark crowd, where she learned things which are antithetical to any system of morals. She formulated a impractical, illogical, and outright stupid plan to achieve her ends: She took up the guise of a wandering preformer working the seediest of bars of the coastal towns, giving her a means of picking up some spare gil, a cover story, and an easy way to overhear both sailors discussing their cargo and drunken pirates discussing where they'll be in a few days. With the information gathered at the bar, she would then ride the ship she expected to be most likely victim of an attacked, get caputred, and then cut her bonds in the middle of the night, create a facemask out of whatever's handy, steal an outfit, and start silently killing-off the ship's crew. When the crew was dead, she would sail the ship towards land, kick the surviving captives into a landing boat, and sail the ship along the coast until out of sight, search the ship for the most valuable things she could carry, and then setting the ship to sail back out to sea while she rows for land. Amazingly, the plan has actually worked a few times. As a result of this, there are a few 'ghost ships' adrift on the ocean, corpses festering onboard without any signs of struggle or looting. She's built up a decent ammout of gold, of which she gives her family some whenever she visits.
She used to use an amulet of wallwalk to get to places of the ships which were magically protected, but it ran out of charge a little while ago and it would cost more than a high-end merchant ship to get it recharged.


Goals:
  • Short Term: To figure out how to kill-off the pirates on board without leaving anybody alive who knows it was her.
  • Long Term: To gather enough money so that she can revive her father's old buisness and restore her family's position, and to find and kill "Captain Octarine-eye"


Kohki
Kohki
Name: Enieffac
Age: 25
General Description:
  • Height: 5'11"
  • Weight: 150 lbs
  • Hair: Black, long, always in a braid.
  • Eyes: gray
  • Skin: So pale it's almost gray.
  • Build: Medium
  • Misc: Has mild burn scars on hands, Always wears a hat of some kind, and has a metal clasp at the end of his braid.


Equipment:
  • Clothing: A grease-stained button-down long-sleeved shirt, underwear, brown pants
  • Weapons: Sledge Hammer
  • Equipment: Alchemy kit


Statistics:
  • STR -6
  • VIT - 4
  • AGI - 4
  • SPD - 5
  • MAG - 7
  • WIL - 6


Advantages:
  • None

Disadvantages:
  • None

Class Abilities: (total AP = 5)
  • Repair [2 AP]
  • Use explosives[3 AP]


Skills:
  • : Demolitions: Has a decent understanding on where to place explosives for the most effective detonation. / 'I blows it up real good.'
  • : Adept at swimming
  • : Scientifically minded
  • : Has a decent understanding on how various vehicles work, but not to the extent to know any way of improving them, short of a few interesting ideas.


Brief History:
His story isn't really all that special. He was born and raised in Hightown, where he gained his technological expertise. He later moved to Levee for additional study and work, and had lived in the ever since. Only recently he has been sent on a business trip back to Hightown to order more supplies from a parts manufacturer: The garage owner distrustes the mail service immensely and paid x1.5 overtime to whoever volunteered for taking the job. So he boarded a boat that was supposedly going back to Hightown, and became a captive on the Nautica by accident.
Goals:
  • Short Term: To not die.
  • Long Term: To eventually get his own airship, and then start a business with a mage and a blacksmith to create the ultimate mode of transportation.




NPC Bios


Dmietr Ayn, Captain of the Privateer Vessel Stonefish
DECEASED



Nell Rquin, first mate of the Stonefish
Name: Nell Rquin
Age: 28
General Description:
  • Height: 5'9"
  • Weight: 145 lb.
  • Hair: Dark brown, done up in dreadlocks (the "shitlocks" variety)
  • Eyes: Dark brown
  • Skin: Dark brown
  • Build: Dark br-- er, rather, a bit thick, with a healthy combination of muscle and fat. Built for conning a wheel, or better yet, brawling, rather than clambering rigging.
  • Misc: She's never been known to have a period. On a ship with a full 50% female crew, that starts rumors and superstitions.


Equipment:
  • Clothing: Simple tank-style shirts, straight-cut breeches, boiled hide boots.
  • Weapons: Greatsword, added effect Aerostrike, 2d10 damage (air) +8 damage (STR).
  • Equipment: Boiled leather armor, with runic designs burned around the neck and arm holes. Star pendant (poisonproof).


Statistics:
  • STR - 8
  • VIT - 8
  • AGI - 5
  • SPD - 4
  • MAG - 4
  • WIL - 4


Advantages:
  • Air Master (1)

Disadvantages:
  • Ice Weakness (+2)

Class Abilities: (total AP = 7)
  • Equip Greatsword (2)
  • Magic Break (2)
  • Power Break (2)
  • Sleep (1)


Skills:
  • Knowledge Ships: Break out the grog an' I'll tell ye a tale / Of forty brave men who got ate by a whale o/~
  • Administration: Hanging around Cap'n Ayn all these years would teach anyone a thing or two.
  • Gaming: It's usually handy to be able to cheat and not get caught... *whistle*
  • Strategy, Naval: Cannon combat canniness.


Brief History: Nobody's really heard much about Nell's time before she joined up with the Stonefish. It's not like it's a mystery; she just lets everyone else talk about themselves first. She's been willing to answer direct questions, so if you're wondering, no, she doesn't have a boyfriend. Or a girlfriend.

Goals:
  • Short Term: If the first post of the RP is to be believed, she wants a ship of her own.
  • Long Term: Hasn't talked about this much. She's a very in-the-moment kinda gal.



The collective bio of the other 10 crewmen of the Stonefish
Name: Seamen (and -women)
Age: 18 - 33
General Description:
  • Height: Around 54', end-to-end
  • Weight: About 1400 lb.
  • Hair: Yes, mostly
  • Eyes: 18 operational
  • Skin: And lots of it!
  • Build: No; mostly they sail
  • Misc: Not a single parrot. Don't believe everything you see in the FMV, kids.


Equipment:
  • Clothing: Generally (thank goodness)
  • Weapons: Mostly light swords
  • Equipment: Where there's armor, it's very light - no better than EVA +1 for the most part


Statistics:
  • STR - 4-8
  • VIT - 4-7
  • AGI - 3-8
  • SPD - 3-7
  • MAG - 2-8
  • WIL - 2-7


Advantages:
  • Several

Disadvantages:
  • Even more

Class Abilities: (total AP = 67)
  • Mostly thief stuff, with a smattering of others


Skills:
  • Knowledge Ships: Need we say more?
  • Gaming: Take your pick; they can cheat at them all.
  • Varied: and lots of others.


Brief History: Most of them actually haven't contracted strange diseases at port!

Goals:
  • Short Term: Survival!
  • Long Term: Drunkenness!



NPCs for the Nautica:

Wilhelm Cairn, Captain of the 'Nautica'
Name: Captain Wilhelm Cairn
Age: 35
General Description:
  • Height: 6' 2"
  • Weight: 230 lbs
  • Hair: Black, tied in a queue
  • Eyes: Brown
  • Skin: Tanned and wrinkled
  • Build: Tall, muscular, and imposing


Equipment:
  • Clothing: Finely dressed in coat, breeches, and ruffled shirt. His clothing is usually a shade of red trimmed in gold.
  • Weapons: A single-bladed rapier sheathed at his waist
  • Equipment: Wears a thick leather vest under his clothing to help deflect damage from most bladed attacks.


Statistics:
  • STR - 8
  • VIT - 7
  • AGI - 5
  • SPD - 5
  • MAG - 3
  • WIL - 4


Advantages:
  • Specialized (-4)

Disadvantages:
  • Devil's Brand (+1)
  • Damaged Sense - One-eyed (+2)
  • Beserk Weakness (+1)

Class Abilities: (total AP = 13)
  • Sword Proficiency (2)
  • Power Break (2)
  • Magic Break (2)
  • Armor Break (3)
  • Stock Break (4)


Skills:
  • Knowledge Ships: Captain Cairn may be ruthless, but he knows his ship inside and out.
  • Natural Leader: Whether from terror, awe, or genuine respect, people find themselves obeying you. There's ne'er a mutiny on your ship!
  • Nautical Know-How: The open seas are your playground, and you make good use of that fact.
  • Appraisal: You have a knack for picking out the finest booty first. You certainly do know your treasure!


Brief History: Wilhelm Cairn was a mere boy of 13 when he was shanghaied from his home of Corusc and forced to serve as a cabin boy on a merchant vessel, the Relm, which secretly ran a very lucritive black market business among the scattered cities. He had been the son of a common laborer back home, and so he took to life at sea rather quickly, and in a mere 5 years he conducted a successful mutiny of the Relm, killing the man who shanghaied him in cold blood. Not trusting the crew that helped him mutiny the ship from his former captain, he switched crews entirely in the next port and renamed the ship the Nautica. Having grown cold from the hard life at seas, he became known to the authorities as a ruthless pirate and murderer by the officials of all the major ports by the end of that year. By the end of the next year he was famed for never leaving captives alive by just about everybody else.

Goals:
  • Short Term: Rape, pillage, plunder, murder, and generally enjoy life.
  • Long Term: Die in a blaze of glory



Thrain Pillock, First mate of the 'Nautica'
Name: Thrain Pillock
Age: 27
General Description:
  • Height: 5' 6"
  • Weight: 120 lbs
  • Hair: White
  • Eyes: Black
  • Skin: Pale and smooth
  • Build: Short and sleight


Equipment:
  • Clothing: Wears simply brown hooded robes and sturdy leather boots.
  • Weapons: a boot-dagger
  • Equipment: a short wooden, gnarled wand


Statistics: (total = 31)
  • STR - 3
  • VIT - 3
  • AGI - 5
  • SPD - 5
  • MAG - 8
  • WIL - 7


Advantages:
  • Natural Magic (-4)

Disadvantages:
  • Poison Weakness (+1)
  • Defenseless (+2)

Class Abilities: (total AP = 9)
  • Equip wand (2)
  • Fire (1)
  • Blizzard (1)
  • Aero (1)
  • Stone (1)
  • Thunder (1)
  • Water (1)
  • Drain (1)


Skills:
  • Arcane Knowledge: You have a deep understanding of magical tomes and artifacts. If it's an obscure black orb that could possibly destroy the planet, you've heard of it!
  • Self-preservation: You've studied, and in studying have learned that man is mortal. You've taken this lesson to heart! Appreciating your brief mortality, your entire goal in life is to expand it as long as possible.
  • Master of Magic: You understand the nature of magic. This enables you to identify the nature of spells being cast, even if you don't know them yet.
  • Second Sight: Whether you see, smell, taste, or hear it, you can sense the magical nature in people and objects.


Brief History:Thrain was the hired mage for a merchant's vessel when said vessel came in contact with the Nautica. Thrain's quick wits and knack for making himself useful earned him a spot on the pirate ship. He quickly proved to Captain Cairn how useful a ship's mage could be and earned his begrudging respect. After serving in various positions on the ship, he earned the title "First Mate", and is currently the crew member who has lasted the longest, serving the Nautica for a total of 6 years.

Goals:
  • Short Term: Help Captain Cairn capture the Stonefish
  • Long Term: Stay alive as long as possible, learn things he has no business knowing, and live as comfortably as he can.
 
PostPosted: Mon Apr 03, 2006 10:29 pm
OPTIONAL: Developing Advanced Characters (How Many HP Do I Have?)


These steps are completely optional, but they will give you a much better handle on how badly your character is hurt, how many more Blizzards she can cast, or how much of a chunk he just chopped out of that Rabite.

HP: Starting characters have [30 + (VIT x 3)] HP. HP is increased in the following ways:

  • Whenever VIT is increased, recalculate base HP accordingly.
  • For every two AP awarded your character, gain 5 HP. The AP may be spent on class abilities normally.
  • HP increases may be doled out by the Threadmaster to those who demonstrate bravery in the face of physical danger.

MP: Starting characters have [10 + (WIL x 2)] MP.
MP is increased in the following ways:

  • Whenever WIL is increased, recalculate base MP accordingly.
  • For every four AP awarded your character, gain 5 MP. The AP may be spent on class abilities normally.
  • MP increases may be doled out by the Threadmaster to those who demonstrate strength of will or who are subject to magical attack.

EVASION: Starting characters have [AGI + SPD] Evasion. Attack rolls must equal overcome a character's Evasion to hit.
Evasion is not increased except by statistical increase and by most armor.

M.EVASION: Starting characters have [MAG + WIL] M.Evasion. Magical attacks which do not have a flat percentage chance to succeed must perform a magic attack roll; if the number does not equal or exceed the target's M.Evasion, the target takes 1/2 damage, or the effect is otherwise halved or reduced significantly.
M.Evasion is not increased except by statistical increase and by some armor.

Attack rolls are 1d10, plus the amount of the statistic governing the selected weapon's use. For instance, a character with STR 8 wielding a sword would roll 1d10+8, whereas a character with AGI 4 wielding a bow would roll 1d10+4. This number must equal or overcome a defending character's Evasion rating for an attack to be successful.

Magic attack rolls are 1d10, plus the character's MAG stat. For instance, a character with MAG 5 casting Fira would roll 1d10+5. This number must equal or overcome a defending character's M.Evasion rating for a magical attack to be successful.

Weapon damage: For a great listing of weapons and their damage rates, visit the Returners FFRPG equipment list. The majority of the equipment handed out in-game will derive from this list. Just remove the "<#> x <stat>" portion of the damage column, leaving you with the appropriate damage die. For example, the axes all use d12s, with higher-power axes using more d12s per hit. The governing statistic's value is added to damage rolls; for instance, a character with STR 8 wielding an axe of damage 2d12 would deliver 2d12+8 damage on a successful hit.

Magic damage: I'm not positive at this point how to handle this. The Returners system is built for higher HPs, as well as an M.Armor system that is eschewed in this RP in favor of simplicity. Perhaps we just assign power to the spells as we go? I'm in favor of level 1 elemental spells causing 1d8+(MAG) damage, with doubling damage beyond that (lv2 = 2d8+(MAG); lv3=4d8+(MAG); lv4=8d8+(MAG)+special effect). By the time we reach a place where the seriously high-level spells are being cast against the party with some measure of frequency, there'll be lots of Ward and Proof equipment around, as well as high M.Evasion armors and high MAG/WIL stats. Other spells can be interpreted individually (I'm in favor of Poison causing 10% current HP loss per round; perhaps a Venom status could be introduced which deals 10% maximum HP per round... that'd go well with Bio).  

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Mon Apr 03, 2006 11:24 pm
Okay, so here's how this thread's gonna work.

This is gonna be the equivalent of the OOC thread for RP#3. However, this thread will also be where the numbers happen, especially for those of you who want to go whole-hog and develop the full statistics of your characters. Those of you who prefer to stick to as few numbers as possible may or may not wish to bother paying attention to the sort of things I'm about to describe, but I hope they'll at least add a little to the experience. Who knows? You might change your mind halfway through the RP.

If you ever want to - or need to - make a roll to determine the success or failure of an attack, or figure out the damage of a spell, or see whether your character is really stupid enough to do what she's about to do, then make the roll in this thread. However, to keep you honest, you must post what you're rolling for. If you don't adhere to that roll - for example, if you're intending to attack, but your roll fails miserably and you instead decide to spend your post begging for your life - then you must spend an AP to force the circumstance. Thus, if you plan not to RP the results of a failed roll, you might as well use the AP to force the success anyway. This applies to NPCs, too - you'll be seeing their rolls, and if you're going to control any NPCs in your own posts, feel free to roll for them as well.

Whenever combat arises, I'll post a quick-and-dirty run of the numbers for the baddies; that way you'll know what your roll targets are. Be sure not to metagame, though - sure, it's reasonable to assume that the guy wearing heavy armor might be hard to hit, but his M.Evasion won't be known to your character unless he's using Peep/Scan. (Scan will break down the exact factors of a combat statistic; for example, it will tell how much of M.Evasion is due to MAG, how much is WIL, and how much is armor.) I was originally planning on just giving a "challenge rating" for enemies, but that winds up wasting your time with attempts at attacks, to which I respond with some from-up-on-high bullshit like "omg u fail!!!11 n den he shoot u n da face", which is just lame on top of being unfair.

And of course, there's plenty of room for all your non-numbers OOC spamminess, too!  
PostPosted: Fri Apr 14, 2006 2:02 am
Don't be afraid to use and abuse the NPCs.
  • I have no particular desired setup for the NPCs as far as personality and whatnot; rather, just have a vague template in mind, no more descriptive than what's in the bio. Beyond that, they're tools for your RP pleasure.
  • To that end, as there is no preset plot for this RP, you can have the NPCs do whatever you want. Think Captain Ayn might secretly burn with lusty desire for her mutineer first mate? Put it in. Adds spice for the rest of us. 3nodding So long as a general sense of continuity is maintained.
  • In other words, advance the action yourselves. I've got enough on my plate. sweatdrop
 

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Kelwyn

Gracious Gaian

8,450 Points
  • Befriended 100
  • Tipsy 100
  • Citizen 200
PostPosted: Fri Apr 14, 2006 7:10 am
Good to know. I'll control more action next time, but for now I kinda wanted everyone to get the chance to react to the situation and place themselves in the scene somewhere before I went ahead like a freight train...  
PostPosted: Fri Apr 14, 2006 3:01 pm
'Course. I was just reminded that I should have said that in the first place is all. sweatdrop  

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Sat Apr 15, 2006 9:38 pm
Since Gaia doesn't want to let Safari roll dice right now, I rolled some IRL.

Sao, attack, 1d10+8: 15
Nell EVA: 11
Sao, damage, 1d8+8: 9
Nell HP: 49, now 40

Nell, attack, 1d10+8: 13
Sao EVA: 10
Nell, damage, 2d10+8: 16
Sao HP: 54, now 38


Plus, here's some statistics! biggrin

BOMB
STR - 6
VIT - 4
AGI - 4
SPD - 3
MAG - 5
WIL - 3

HP: 22
MP: 16
EVA: 7
MEVA: 8

Attack: Fire elemental, 1d4+6 damage
Fire: 6 MP, 1d8+5 fire damage
Fira: 10 MP, 2d8+5 fire damage
Self-Destruct: After three melee attacks, if the Bomb has any HP remaining, it explodes, dealing attack (fire) damage to everyone within a 15' radius.
Fire Eater
Aero Weakness

Spoils: 100g, Bomb Core (an ingredient useful to engineers and some mages)
 
PostPosted: Sun Apr 16, 2006 8:49 pm
Updated Bomb entry above - forgot a couple things. sweatdrop

Here are some more. Feel free to use them as you see fit. I'm not guaranteeing that I'll spring them on you right away... twisted

SAHUAGIN
STR - 5
VIT - 5
AGI - 3
SPD - 4
MAG - 4
WIL - 4

HP: 25
MP: 18
EVA: 7
MEVA: 8

Attack: Coral spear, 1d6+5 damage
Water Eater
Lightning Weakness

Spoils: 140g


WATER ELEMENT
STR - 3
VIT - 5
AGI - 4
SPD - 3
MAG - 5
WIL - 5

HP: 25
MP: 30
EVA: 7
MEVA: 10

Water: 6 MP, 1d8+5 water damage
Watera: 10 MP, 2d8+5 water damage
Water Eater
Lightning Weakness
Double WIL: for determining MP.

Spoils: 75g, Water Gem (attacks all enemies within a 10' radius of target as if by the Water spell, 1/2 damage - this has a 50% drop rate from this enemy)
 

Saoszuc
Crew

Original Gaian

8,700 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
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