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Carlos Ralfer
Captain

PostPosted: Mon Feb 01, 2010 6:04 am


Shut up Gig. If YOU pervert her she'll be no good to anyone. At least if I pervert her she'll be a sexy beast that no man except the truly worthy can handle.
PostPosted: Mon Feb 01, 2010 8:31 am


XD

Rin Kairiu

Astral Visitor

35,565 Points
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giglamesh
Crew

Beloved Lunatic

PostPosted: Mon Feb 01, 2010 9:05 am


puh lease! Subliminal perverts usually retain a shy quality, where it can play to the innocence idealism, most just prefer the simple and straight to the point ones. Many like the Cougars and they are direct, the see they pounce, but that are many roles of which one can be twisted and malformed.

Any ways did you see my post!?

giglamesh Champion of everything!
Also another important thing i just thought of, FF is turn based....and rp preety much has to be so we need a way to number wise stick to that and i have amazing and simple answer. .......Base turns on dex stat....simple as that highest dex gets to attack first. Simple as it plays fairly well in to both d20 and rp system. If two or more have the same dex then a simple initiative check.
PostPosted: Mon Feb 01, 2010 7:39 pm


Learn skills, you get hit by it....you learn it real simple like.

Learn Skills

Magic Hammer
Description: Club down upon your enemies with a furious hammer!!!...That some how drains mp.
AP/MP: 20 MP
Damage: 30-50 + int mod
Special: Damage reduces MP in place of HP


White Wind
Description: Behold the glorious creator the wind of life. "I thought fire was the creator of life?" Shut up you!
AP/MP: 50 MP
Damage: heal current users HP
Special: heal target by user's current HP, cannot target yourself.


Angel Whisper
Description: The cant of heaven.
AP/MP: 50 MP
Damage: heal 30-60 + int mod
Special: Target also receives "Auto-life" status


Night
Description: Go to sleeeep, go to sleeeep, go to sleep so i can knife stab you!
AP/MP: 40 MP
Damage: n/a
Special: ME, target all units in combat except yourself, if attack hits inflict "Sleep" status


Screech
Description: AIEEEEEEEEEEEEEE!!!....i just stubbed my toe. crying
AP/MP: 20 AP
Damage: 30-50 + Cha mod
Special: If attack hits roll 1d10, If result is even inflict "Confusion"


War Dance
Description: You what are you? And you? Sparta! What is your profession!? HAROO HAROO! ....It is I who brought more soldiers.
AP/MP: 40 MP
Damage: n/a
Special: Grant "Bravery and Faith" on target.


Roar
Description: AWOOOOOOOOO
AP/MP: 20 AP
Damage: n/a
Special: ME, target all units but user, If attack hits dispel all buffs


Sandstorm
Description: Whip up a violet sandstorm.
AP/MP: 100 MP
Damage: Earth 100-300 + Int mod
Special: If attack hits target also receives "Blind" status


Limit Glove
Description: Ill put everything i have in to this one!
AP/MP: 250 AP
Damage: 500-1000 + Remaining hp
Special: hp must be in single digits to use


Matra Magic
Description: Hope your a super Mage with more MP then you know what to do with.
AP/MP: 100 MP
Damage: n/a
Special: Switch HP and MP, if MP is 0 then Auto-KO


Bad Breath
Description: Spew forth a horrible stench from your bleh....dood have you been eating rotten eggs, and sweaty gym socks again!?
AP/MP: 30 AP
Damage: n/a
Special: If Attack hits roll 3 1d10's then Inflict 3 corresponding status effects.
1) Poison
2) Confusion
3) Blind
4) Silence
5) Oil
6) Berserk
7) Sleep
8 ) Zombie
9) Disease
10) DOOM!


Eerie Sound Wave
Description: Think of nails scraping on chalk board.
AP/MP: 20 AP
Damage: n/a
Special: if attack hits remove all buff's of target


Unction
Description: Spew a massive blob of oil at the target/s.
AP/MP: 30 AP
Damage: n/a
Special: AoE, If attack hits inflict "Oil" status


Self Destruct
Description: I go boom, and so do you!
AP/MP: 100 AP
Damage: Current HP
Special: ME, using this causes user KO


Death Whisper
Description: Chant the Grim Reapers favorite chant. "AEEEE!"
AP/MP: 30 AP
Damage: n/a
Special: If attack hits inflict "DOOM!" status


Rumble
Description: Strike the ground and cause a large earthquake under foot.
AP/MP: 100 AP
Damage: Earth 100-300 + Str mod
Special: AoE, Successful hit also receives "Knock-down" status


Expose Weakness
Description: Weaken the targets defenses.
AP/MP: 30 AP
Damage: n/a
Special: Targets DR and MDR become 0 for 5 turns.


Mighty Guard
Description: I shall become as the blade to fend of metal, and cut threw magic.
AP/MP: 30 AP
Damage: n/a
Special: Targets DR and MDR are x2 for 5 turns.


Dragon Force
Description: The spell, not the amazing long song that makes your fingers cramp up on the guitar.
AP/MP: 30 AP
Damage: n/a
Special: Grant "Bravery and Faith" status effects.


Acid
Description: I will melt your face off!
AP/MP: 20 AP
Damage: n/a
Special: roll 1 d10, receive staus from list
1) Poison
2) Confusion
3) Blind
4) Silence
5) Oil
6) Berserk
7) Sleep
8 ) Zombie
9) Disable
10) Stop


LVL 3 Defenseless
Description: Sucks to be level 3.
AP/MP: 20 AP
Damage: n/a
Special: ME, auto-hits all units which level is divisible by 3, Hit results in DR and MDR become 0 for 5 turns


Haste Break
Description: first your fast, then your not.
AP/MP: 20 AP
Damage: n/a
Special: If attack hits and target has haste remove "Haste", If attack hits and target does not have haste then target receives "Slow" status, if attack hits and target has "Slow" status Remove "Slow" and inflict "Stop"


Stare
Description: ................. -___-
AP/MP: 20 AP
Damage: n/a
Special: If attack hits target receives "Confusion" status


LVL? S-Flare
Description: This is just a numerical pain in the @$$!
AP/MP: 100 AP
Damage: dark 250-500
Special: ME, Auto-hit all units which single digit level matches users (including user)


????
Description: ....come on the name is all question marsk you can expect something witty on this one can you?
AP/MP: 50 AP
Damage: max HP - current HP= damage to target.
Special: n/a


Aqua Lung
Description: Take a big breath of air, and blow out...WATER!?
AP/MP: 100 MP
Damage: water 100-300 + Int mod
Special: If attack connects roll 1 d10, is result is even inflict "Drench" status


Beta
Description: In the begging there was fire....well this wasn't the beginning but it was second.
AP/MP: 100 MP
Damage: fire 100-300 + Int mod
Special: If attack connects roll 1 d10, if result is even inflict "Confused" status


Death Force
Description: The badassest special force's group around....oh wait the immune to auto-ko spell.....nvm.
AP/MP: 40 AP
Damage: n/a
Special: Target is immune to "Auto-KO" for remainder of combat


Frog song
Description: Kero Kero! Its how the Japanese refer to the sound frogs make.
AP/MP: 40 AP
Damage: n/a
Special: Successful hit receives "Morph and Sleep" statuses


Lazer
Description: PEW PEW! I just burned a whole threw you.
AP/MP: 50 AP
Damage: Deal damage= 50% enemies HP
Special:


Matra Missle
Description: Where did he get a cluster missile silo!
AP/MP: 150 AP
Damage: 200-300 + Int mod
Special: AoE


Pandora's box
Description: You never know what your gonna get!
AP/MP: 200 MP
Damage: 500-1000 + int mod or heal 100% hp
Special: If the roll is even the target would receive damage, If the roll is odd the target would be fully healed


Shadow Flare
Description: OWNED! but the dark version.
AP/MP: 950 MP
Damage: dark 1500-1800 + Int mod
Special:


Trine
Description: The electric triangle of death.
AP/MP: 100 MP
Damage: lightning 100-300 + Int mod
Special: If magic hits roll 1d10, if the result is even the target is also receives "Paralysis" status.

giglamesh
Crew

Beloved Lunatic


Carlos Ralfer
Captain

PostPosted: Tue Feb 02, 2010 2:03 pm


thats what i got so far folks:

Divine Blade
Description: By focusing one blessings upon the blade, their attacks become pure.
AP Cost: 20
Effect: Makes weapon damage Holy element
Type: Enhancer
Requirements: Paladin Soul Sphere, Wis 10+
KP to master: 50

Defend
Description: Selflessly sacrifice one’s own wellbeing to support an ally.
AP Cost: 1
Effect: Take half damage in place of ally.
KP to Master: 80
Type: Enhancer
Requirements: Con 30+, Dex 20+
Special: Cannot be used if incoming attack is AOE or ME.

Judgment Bolt
Description: So shall the heavens strike down the sinners.
AP Cost: 600
Damage: holy damage 1000-1300+ int mod
Type: Melee
Requirements: Saint Guard Soul Sphere, Wis 60+, Con 50+
KP to master: 400
Special: AOE Ability

Throw
Description: A secret skill of the ninja arts which allows the throwing of anything handy, including the kitchen sink.
AP Cost: 0
Damage: damage of thrown weapon/item + dex mod
Type: Range
Requirements: Ninja Soul Sphere, Dex 30+
KP to master: 100
Special: Item thrown is lost forever

Duel Wield
Description: One weapon pfffft...the more weapons the better!
Effect: equip a single hand weapon in both hands.
Type: Support
Requirements: Dex 100+, Str 80+
KP to master: 500
Special: If attacking with both weapons, treat both swings as a single attack roll.
When calculating damage, combine the two weapons damage and multiply by 1.75 (75%) to get actual potential damage.

Critical Strike
Description: A well timed attack to strike at an enemies weak spot.
Damage: Increases critical hit chance by 10%
Type: Support
Requirements: Dex 40+
KP to master: 100

Disable: Movement
Description: A silent strike to an opponents leg’s hindering their movement.
AP Cost: 100
Damage: Normal Weapon Damage
Type: Melee / Range
Requirements: Assassin Soul Sphere, Move Silently 50+,
KP to master: 100
Special: Inflict "Immobilize" status

Disable: Action
Description: A silent strike to an opponents arm’s hindering their movement.
AP Cost: 100
Damage: Normal Weapon Damage
Type: Melee / Range
Requirements: Assassin Soul Sphere, Move Silently 50+,
KP to master: 100
Special: Inflict "Disable" status

Silence Strike
Description: A strike directly to the targets vocal cords, hindering their ability to speak..
AP Cost: 100
Damage: Normal Weapon Damage
Type: Melee / Range
Requirements: Assassin Soul Sphere, Move Silently 50+,
KP to master: 100
Special: Inflict "Silence" status

Blind Strike
Description: A strike directly to the targets eyes, hindering their ability to see..
AP Cost: 100
Damage: Normal Weapon Damage
Type: Melee / Range
Requirements: Assassin Soul Sphere, Move Silently 50+,
KP to master: 100
Special: Inflict "Blind" status

Raise Evade
Description: Those yoga classes reeeealy paid off.
Effect: Add +5 to EB
Type: Support
Requirements: Dex 20+, lvl 5+
KP to master: 75

Shadow Strike
Description: Strike with you blade consumed with hate, anger, frustration, and sheer darkness.
AP Cost: 20
Effect: Makes weapon damage Dark element
Type: Enhancer
Requirements: Ninja Soul Sphere, Wis 10+
KP to master: 50

Invis-strike
Description: Now you see me.........wait, no you don’t HAH!
AP Cost: 150
Effect: Allows for physical attacks while in hiding or under Vanish effect without giving away position for 2 posts
Type: Enhancer
Requirements: Move Silently 150+, Dex 60+, Wis 40+
KP to master: 300

Death Strike
Description: Use the full extent of your training to strike a single vital spot and...
AP Cost: 1000
Effect: Roll a 1D100, if it lands on 90-100(10%) then attack connects and target is inflicted with Insta-Death. Anything between 89 and targets Evasion bonus simply nets normal weapon damage.
Type: Melee
Requirements: Concentration 400+, Dex 80+
KP to master: 500

Doom Strike
Description: A focused strike that slow saps away the functionality of those vital organ things… you didn’t need those right?
AP Cost: 500
Damage: Normal Weapon Damage
Type: Melee
Requirements: Concentration 200+, Dex 40+
KP to master: 200
Special: Inflict “Doom” status

Death/Critical Immunity
Description: You have learned to walk the line between life and death but Death thinks you’re an a** so it don’t want you.
Effect: Grant’s Immunity to Auto-KO and Critical Damage
Type: Support
Requirements: Con 80+, Wis 60+, lvl 30+
KP to master: 200
Special: Immune to Auto-KO, and Critical damage.

Summon Modulation
Description: So much power to choose from, so little time.
AP Cost: 130
Effect: Take all summons equipped/learned and number them sequentially. Then do a random number count. Whichever one comes up, use it for no additional cost.
Type: Support
Requirements: Magic Skill 80+, Wis 30+
KP to master: 150

Blaster
Description: Just because you know in the heat of combat you want to yell "Say Hallo to my Litta Friend!"
AP Cost: 50
Damage: Gun damage x2
Type: Range
Requirements: Range Weapon 100+, Dex 30+
KP to master: 150

Ariel Support
Description: You have friends in high places, let everyone else know just how high.
AP Cost: 400
Damage: 800-1200
Type: Range
Requirements: Turk Soul Sphere
KP to master: 400
Special: ME Ability

KP Up
Description: Get more of what you asked for.
Effect: Receive 1.2x more KP
Type: Support
Requirements: lvl 5+,
KP to master: 500
Special: Only usable after mastering skill

Exp Up
Description: The worlds a big place, learn all you can while you can.
Effect: Receive 1.2x more EXP
Type: Support
Requirements: lvl 5+
KP to master: 500
Special: Only usable after mastering skill

Guardian Force Summon
Description: Become one with the beings of a different realm… just no freaky stuff ok?
AP Cost: 250
Effect: Pick one summon you have equipped/learned and fuse with it for 3 posts
Type: Enhancer
Requirements: Equipped or Learned Summon, Int 80+
KP to master: 300
Special: *During fusion, take 2 stats of summon and overwrite yours for those.
*Take 2 different stats of yours and drop them to 0.
*Must wait 2 posts before you can use this ability again.
*Can use summons Overdrive attack while in this state but instantly cancels the fusion afterwards.

Draw
Description: Attempt to draw out and copy enemies magics temporarily.
AP Cost: 150
Effect: If it connects, count up target’s magics you don’t posses and roll a random number generator from 1 - the number of magics available. Copy the copy the resulting magic for the rest of battle
Type: Enhancer
Requirements: Target with at least 1 spell you don’t have, Wis 90+, Int 50+
KP to master: 200
Special: *Acquired magic only last till end of battle
*You do not have to have the proper stat required for the spell except the needed MP


Extract
Description: A forbidden ability that steals away an opponent’s Magic for one’s self.
AP Cost: 2000
Effect: If it connects, count up target’s magics you don’t possess but meet the requirements for and roll a random number generator from 1 – the number of magics available. Take this magic from the target.
Type: Enhancer
Requirements: Wis 200+, Draw
KP to master: 800
Special: *Target loses the spell and must relearn it.
*If spell was apart of some needed chain, the chain is not broken and they can continue on the chain as if they still had the spell.

Death Blow
Description: Focusing all your power into a single blow may sound cliché but it works.
AP Cost: 50
Damage: If connects, guarantied Critical Hit
Type: Melee
Requirements: Str 40+, Con 40+
KP to master: 100
Special: If attack roll for this ability lands on 100, critical damage is doubled (normal damage x4)

Survival
Description: All the near death experiences has finally taught your body how to fend for itself… cause you sure as hell weren’t.
Effect: If hp is above 10% of Max and you take an attack that should kill you, survive the attack with 1 HP.
Type: Support
Requirements: Con 60+
KP to master: 250
PostPosted: Wed Feb 03, 2010 2:04 pm


Few more done today. If you notice any missing from the list once i'm done, probably mans i forgot what i wanted to do with it or just scrapped it all together.

Sorcery Blade
Description: Using special markings enhanced with your own force, With tribal tattoos you learned that they don’t just look cool, they make you stronger....well maybe not tramp stamps.
AP Cost: 50
Effect: Increases weapon damage by Int mod
Type: Enhancer
Requirements: Int 40+
KP to master: 100


MP Boost
Description: Feel the power flowing through you!
Effect: Increase Max MP by 1.2x
Type: Support
Requirements: lvl 5+
KP to master: 200
Special: Only usable after mastering skill

Learn
Description: Learn the monster skill that just knocked the living crap out of you… assuming your still alive after.
Effect: If certain monster skill connects with you while you have this skill mastered, you can learn that monster skill for use later.
Type: Support
Requirements: Blue Mage Soul Sphere, Wis 20+, Concentration 30+
KP to master: 100
Special: Only usable after mastering skill

Call Aid
Description: Summon a random monster from the area for a one shot attack for you....it might maul your face also...bout a 50/50 shot.
AP Cost: 75
Effect: If it hits, number each of the monster types in the area and do a random number generator to find out which one you summon.
Type: Melee / Range
Requirements: Listener Soul Sphere, Handle Animals 50+
KP to master: 100
Special: *Monster summoned must be 1 level below you or more.
*Can only be used once every other post.
*Attack monster does can be selected by user.

Manipulate
Description: Make a monster on the battle field follow your command. :NOTE: This may result in making it angry and want to gnaw on your face.
AP Cost: 200 and 10 per turn held
Effect: If it hits, number each of the monster in battle with you at the moment and do a random number generator to find out which one you control.
Type: Melee / Range
Requirements: Listener Soul Sphere, Handle Animals 150+
KP to master: 200
Special: *Monster controlled cannot be on a higher level than you.
*Every 2 posts after initial cast, roll a die. If the number comes up even, the monster is free of your control and gets a free, melee counter attack on you.
*Monster attacks done are selected at random. Number them and use the random number generator.

Control
Description: Make a monster follow your every commands. "Sit boo boo sit.....good dragon."
AP Cost: 500 and 20 per turn held
Effect: If it hits, select the monster in the current battle you want to control and do so.
Type: Melee / Range
Requirements: Listener Soul Sphere, Handle Animals 350+
KP to master: 400
Special: *Monster controlled cannot be on a higher level than you.
*Every 2 posts after initial cast, roll a die. If the number comes up even, the monster is free of your control and gets a free, melee counter attack on you.
*Monster attacks as user wishes.

Invoke
Description: Cracks the dimensional fabric between here and a summon beasts world so they can smack a target for you.
AP Cost: varied
Effect: Calls’ a summon monster to use a regular attack or spell on target
Requirements:
KP to master: 100
Special: Attack done must be common attack(melee attack, magic spell), not summons special skills.

w/Summon
Description: TWO! TWO! TWO Summons for the time of one!
AP Cost: 150
Effect: Allows the user to perform 2 summon attacks for only 6 Actions.
Requirements: Channeler Soul Sphere, Handle Animals 300+, Diplomacy 200+
KP to master: 300
Special: User must still pay full MP cost for both summons. If they cannot pay in full, they cannot use this ability.

Quad-Summon
Description: Summon a legendary beast 4 times to smack the snot out of a target.
AP Cost: 1000
Effect: Allows you to use a single summon monster 4 times for only 6 Actions.
Requirements: Summoner Soul Sphere, Handle Animals 750+, Diplomacy 700+
KP to master: 800
Special: User must still pay full MP cost for each individual summon. If they cannot pay in full, they cannot use this ability.

Carlos Ralfer
Captain


Carlos Ralfer
Captain

PostPosted: Wed Feb 03, 2010 7:41 pm


Mimic
Description: Copy the last move an ally did for no cost. Feel good being called a copy cat!
Effect: Copy the last move an ally did regardless of stat or skill requirements.
Type: Any
Requirements: lvl 30+, All Stats 50+
KP to master: 600

Clone
Description: Anything you can do I can do better....if you didn’t kill me with it.
AP Cost:500
Effect: Copy any ability or spell an ally has regardless of stat or skill requirements.
Type: Any
Requirements: lvl 50+, All Stats 100+
KP to master: 1000

Innocent Blush
Description: A simple gesture like changing the color of your cheeks does so much to an opponent.
AP Cost: 20
Effect: Lower’s all counter-charm checks on user by 5 and inflict “Innocent” status on user.
Type: Enhancer
Requirements: Cha 20+
KP to master: 50
Special: AOE Ability

Pure Smile
Description: A simple smile can go a long way.
AP: 20
Effect: Raises user’s Seduction by 20 and inflict “Reflect” status on user
Type: Enhancer
Requirements: Cha 25+, Seduction 40+
KP to master: 50

The Wink
Description: It’s such a simple move yet it conveys so much and can easily charm the pants off someone, even monsters!
AP: 100
Effect: Lower’s targets physical attack power by user’s Cha mod for 3 posts and inflicts “Charm” Status
Type: Enhancer
Requirements: Cha 50+, Seduction 80+
KP to master: 100


Dream come True
Description: You know exactly what to tell them to have there clothes disappear in seconds.
AP: 100
Effect: Lower’s targets magic attack power by user’s Cha mod for 3 posts and inflicts “Charm” Status
Type: Enhancer
Requirements: Cha 50+, Seduction 80+
KP to master: 100

Playing Nurse
Description: Dress up as a hot nurse and give that sick patient the medicine they need.
AP: 250
Effect: Increases Seduction of user by 30. Inflict “Regan” on target but also steals the same amount of Gil from the target as the amount of HP healed. Also inflict “Charm” status on target.
Type: Enhancer
Requirements: Cha 75+, Seduction 200+
KP to master: 200

Playing Maid
Description: Dress up as a dirty maid and clean that bad master’s clock.
AP: 250
Effect: Increases Seduction of user by 30. Forcibly un-equips your current equipment and equips lower rank variations of the equipment. Also inflict “Charm” status on target.
Type: Enhancer
Requirements: Cha 75+, Seduction 200+
KP to master: 200

Strong Embrace
Description: Please just...let me hold you in my arms and I will be happy.
AP: 250
Effect: Increases Seduction of user by 30. Inflict “Poison” on target but user also Heals for the amount of HP lost due to poison. Also inflict “Charm” status on target.
Type: Enhancer
Requirements: Cha 75+, Seduction 200+
KP to master: 200

Sweet Nothing
Description: "But, soft! What light through yonder window breaks?
It is the east, and you are the sun! Wait… your not exactly that bright… or that hot…"
AP: 250
Effect: Increases Seduction of user by 30. Forcibly un-equips your current magicite and equips lower rank variations of the equipment. Also inflict “Charm” status on target.
Type: Enhancer
Requirements: Cha 75+, Seduction 200+
KP to master: 200

Bedroom Eyes
Description: ...*Background music is play Marvin Gayes "Lets get it on."*
AP: 1000
Effect: Inflicts “Charm” status on target and target willingly gives up a piece of their equipment to you.
Type: Enhancer
Requirements: Cha 100+, Seduction 400+
KP to master: 600
Special: *Can only be used on target once, pass or fail.
*To determine what piece of equipment is given, number all of them and use the random number generator

Seductive Trance
Description: No matter the situation, you find yourself in whatever your dream setting is with the person of your sexual dreams standing before you…what do you do, WHAT DO YOU DO?!
AP: 1000
Effect: Inflicts “Charm” status on target and target willingly gives up a piece of their magicite to you.
Type: Enhancer
Requirements: Cha 100+, Seduction 400+
KP to master: 600
Special: *Can only be used on target once, pass or fail.
*To determine what piece of magicite is given, number all of them and use the random number generator.
PostPosted: Wed Feb 03, 2010 8:28 pm


dammit to hell you didnt stick with me "Ill be your donut, and you be my creme filling!"

that is effing priceless!!!

giglamesh
Crew

Beloved Lunatic


Aquos Dragoa

PostPosted: Sat Feb 06, 2010 1:48 pm


oh i have a suggestion
if im allowed to make one

you know in tactics there was a job only the viera had , elementalist, hav eyou conisdered sticking it on here? ( it wouldn't have to be a viera only )
PostPosted: Sat Feb 06, 2010 3:13 pm


Hmmm i forgot what tha class does. If you think it'd fit in the guild, we can add it. So far we just have a limited number due more so to laziness more so than restrictions.

Carlos Ralfer
Captain


Aquos Dragoa

PostPosted: Sat Feb 06, 2010 3:18 pm


ah yes laziness
well we could get it to fit maybe i dunno i dont know the system well enough to figure it out

but what i remember about the elementalist class was the viera would use elements to cause certain effects.
for example fire would cause damage
Earth would heal
Wind would cause damage and a status effect etc
PostPosted: Sat Feb 06, 2010 3:44 pm


oh yea, i forgot about them. hmmm we can always thorw the idea around. as of right now, we added effects like that to high ranking spells already... well sort of.

Carlos Ralfer
Captain


Aquos Dragoa

PostPosted: Sat Feb 06, 2010 3:45 pm


nah i was just suggesting
you dont necessarily have to make a class. if you make spell off of it its the same thing i just haven'tlooked at the spells yet
PostPosted: Sun Feb 07, 2010 8:44 am


Mission Name: "Name of the mission."
Mission Description: "The reason why the mission need doing."
Rank: "The mission difficulty."
Client: "The practitioner that has hired you to perform the mission."
Requirements: "The out lines for being capable of taking the mission."
Compensation: "The payment for completing the mission."
Objective: "What you have to do on the mission, to be considered successful."


this can be done easily, but we still have to agree on gold thing roy! so i have to bring this back up again since nothing was said on it.

giglamesh master of everything.
Its times forrrrr gigs corner! the area where gig touches the subjects nobody thinks of or nobody wants to ohhhhh!!!

Todays topic is "I like GOLDDDDD!"

ok simple way to break it down, we need gold to buy items, and probabaly the magicite, and spells(gig will use them like materia) to equip them. but till we have gold we cant have them and its not the fairest thing to getem for free. so......drum roll!

S rank mission pay: 10000 gold (granted you will be fighting someting like emerald, omega, or yizmat on this mission)
A rank mission pay: 3000 gold
B rank mission pay: 1000 gold
C rank mission pay: 400 gold
D rank mission pay: 200 gold


simple enough right, now items

potion/ether: 20 gold
Hi-potion/hi-ether: 50 gold
X-potion/mega-ether: 100 gold
phoenix down: 150 gold
status cures: 50 gold
remedy: 75 gold
Cure all: 100 gold
airship: 50000 gold+ (that is just for like a crappy boat that can fly)

Magecite/ materia rank V: ......dont know how to get these
Magecite/ materia rank IV: 2000 gold
Magecite/ materia rank III: 1000 gold
Magecite/ materia rank II: 500 gold
Magecite/ materia rank I: 250 gold

But wait theres mor!

For each enemy 10 gold x level
bosses 25 gold x level


this should be one of the last things needed to begin, because....well we need to do s**t. And on top of that...i still say would should get exp = 10x monsters level, so even on the random encounters we stilll get exp im sure other will agree with me on this.

giglamesh
Crew

Beloved Lunatic


Aquos Dragoa

PostPosted: Sun Feb 07, 2010 9:13 am


yes random encounters!!!!!!1 ( though sometimes they can get annoying as hell in the game XD )
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