|
|
|
|
|
|
Posted: Wed Mar 29, 2006 9:06 pm
RAGER (basically any monster can become a rage, though abilities may vary, and remember only in your homeland ie. Gau was the Veldt)
The rager is a modified version of the Blue Mage. It is much more primal and animalistic in nature. They learn the skills by actually living with the monster for a set period of time (Note: yes this can only be done in the homeland of the Rager no where else). Where they are most familiar with the creatures. When they enter a rage they lose control of themselves and do things randomly.
STR VIT AGI SPD MAG SPR +14 +10 +8 +8 +10 +10
Representatives: Gau HP Die: d8 MP Die: d8 Weapons: Flails, Gloves, Knives, Light Swords, Crossbows, Polearms, Rods, Swords Armor: Armwear, Gauntlets, Hats, Mail, Robes, Shields Attack Bonus: +20 Skill Points: 260 Skill Aptitude: Wilderness Required Skills: Poach, One Weapon Skill RAGER
Rage[Level 1] Type: Magic
Rages cannot be learnt by standard means. The Rager must jump upon the monster to be studied and then not do anything for the rest of the battle. A Rager has no limit to the amount of rages it can have as long as they are on it's home territory. The rager will start off with one low level rage. When they try to learn a rage they must roll a success dice, and they are gone from the party for battles equal to the difference between the ragers and monsters level if the monster is higher. The rager has a base of (Level)x2-monster level% chance to learn a rage if he decides to attempt it.
Rage [Level 1] Type: Reaction
Once the rager learns a rage they can enter it at any time during battle. They then randomly attack with the monsters attacks, which will be given to them upon learning as well as which dice to roll to see which attack happens, everything is completely random and the rager cannot come out of the rage until after the battle
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Mar 29, 2006 9:08 pm
[ Message temporarily off-line ]
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Mar 29, 2006 9:09 pm
Experimentation
Experimentations are a perversion against nature. They are ones that are taken and changed from their natural structure by science. They do not appear physically altered in most cases but they are changed on a molecular scale, having their inner magic brought to light.
STR VIT AGI SPD MAG SPR 10 10 9 9 12 10
VITAL DATA
Representatives: Typical Height: same as race they came from Typical Weight: same as race they came from Hair Colors: any Eye Colors: any Habitats: Any Lifespan: same as race they came from
Society
Experimentations do not have a society, they tend to be created by the military as weapons.
Roleplaying
They tend to be military people and have had their emotions stripped from them but there are the odd exceptions to the rule. They tend to not differ from their base race in any discernable way.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Mar 29, 2006 9:10 pm
Ice Barbarian
The Ice Beserker is a rare class outside of Sasquatches, though they can exist elsewhere. They are barbarians that have become so in tune with the cold that they have learned how to manipulate it to their will.
STR VIT AGI SPD MAG SPR +15 +15 +7 +8 +10 +5
Representatives:
Hit Die: d12 MP Die: d4 Weapons: Claws, Flails, and Gloves Armor: Armwear, Hats, Suits Attack Bonus: +30 Skill Points: 240 Skill Aptitude: Weapon Required Skills: Acrobatics, One Weapon Skill Barbarian Fury
Barbarians prefer to kill with their hands, they use pure brutal strength to bash down their enemies.
Martial Arts [Level 1] Type: Support
In any other profession's training, hand-to-hand fighting is a matter of last resort; respectable in a bar-brawl, but of little use against the thick hide of the average monster. Barbarians, however, are taught to rely on their fists from day one, over time honing their proficiency to the point where even a simple punch can become a force to be reckoned with. Martial Arts allows a Barbarian to strike twice when making an Attack Action against a target with a single Flail, or a set of Claws or Gloves; calculate damage as if the Barbarian had made two separate attacks, rolling to hit for each.
Punch Rush [Level 1] Type: Slow (2) Target: Single
The Barbarian attacks a single target with a flurry of rapid-fire punches, fists moving faster than the eye can follow to inflict 150%, Armor damage.
Meteor Strike [Level 8] Type: Slow (4) Target: Single
In an impressive display of strength, the Barbarian forcefully lifts an opponent above their head before violently suplexing them into the ground, inflicting 150%, Armor damage in the process. In addition, the force of Meteor Strike's impact has a CoS of (50 + Level + (AGI x 2))%, Defense of inflicting the Status Condition Confuse (4) on the target.
Ice Slash [Level 15] Type: Slow (6) Target: Group
The Barbarian gathers the power of cold into themselves, releasing the accumulated energies in a wave of light blue energy which surges along the ground before erupting in a shower of ice and snow, inflicting (10 x MAG) + 3d6, M.Armor Ice Elemental damage to all targets.
Counter [Level 22] Type: Reaction
Moving with superior speed, the Barbarian is able to marshall their powers to make a devastating counterattack. Whenever the Barbarian is successfully hit by physical damage, resolve the damage and then make a Percentile Roll. Counter has a CoS of ([Level/2] + [AGIx2])% of allowing the Barbarian to make an immediate Attack Action against the enemy who struck the blow; roll to hit as normal.
Ice Bolt [Level 29] Type: Slow (10) Target: Single
The Monk fires a powerful beam of blue-white energy from their palms, cutting into the target for (19 x MAG) + 5d8, M. Armor Ice Elemental damage.
Ice Dance [Level 36] Type: Slow (12) Target: Group
With a complex kata, the Monk creates an explosive release of chi energy, sending lines of ice flying across the battlefield to inflict (17 x MAG) + 4d8, M. Armor Ice Elemental damage on all enemies.
Ice Age [Level 43] Type: Fast Target: Group
In a whirl of life force, the Barbarian converts their own vital essences into a destructive wave which surges over the enemy, chilling and freezing them to the bone. Ice Age does damage to the Barbarian's enemies at the expense of the Barbarian's own HP; the Barbarian must declare how much of their HP they wish to sacrifice when the Ability is used. Reduce the Barbarian's HP by the appropriate amount and then consult the table below to see how much damage is done.
Table 4-1: Ice Age Effects Barbarian's VIT Damage done per 1 HP Sacrificed 5-9 2 10-14 3 15-19 4 20-24 5 25-29 6 30 7
For example, a Barbarian with VIT 22 sacrificing a total of 40 HP through Ice Age would do 200 damage to all enemies.
Artic Slash [Level 50] Type: Slow (16) Target: Group
The Barbarian begins to spin on the spot, charging up their chi to release a series of of crescent-shaped ice and water blasts which cut into the enemy, inflicting. (21 x MAG) + 4d10, M. Armor ice/water Elemental damage to all targets.
Icewolf Bite [Level 57] Type: Magic (110 MP) Target: Group
Icewolf Bite summons up the power that is stored in the Barbarian's weapon to create a single destructive burst. At the command, a wave of spears, glowing blue and white, jab upwards from the earth in a battlefield-covering cascade. Stabbing through the target's defenses, it penetrates to the very soul and pierces the victim's core. This devastating assault automatically inflicts 150%, Armor weapon damage, as well as 200%, Armor weapon damage to their MP scores. When calculating for the MP damage only, Icewolf Bite ignores the damage cap and may exceed 999 damage.
No Mercy [Level 64] Type: Slow (20) Target: Single
Through intensive concentration, the Barbarian transcends the limitations of their own body in a single burst of chi, seeming to be in four places at once as they mercilessly pummel the target with barrage of punches and kicks, inflicting 300%, Armor damage in the process. Damage from this ability is not restricted by the damage cap and breaks the damage limit, meaning that it is allowed to surpass 999 damage.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Apr 03, 2006 4:28 pm
esper (man this one is going to be a big problem for me to do u.u)
Half-Esper
The offspring of an Esper and a Mortal, Half-Espers are born magicians. With naturally strong Wisdoms and Willpowers, they favour the magical classes, and often become adventurers to further their powers.
Half-espers, tend to have bizarrely coloured hair: bright greens, blues and the like are not uncommon. Personalities vary, although most tend to be mentally stable compared to other races, and less prone to psychosis.
A Half-Esper actually has two forms: a mortal form, and an Esper form. In their Esper form, which the Half-Esper can only assume for a limited time each day, they are enhanced versions of their normal selves: more angular features, more highly skilled, more powerful magically, etc. The Esper form is highly variable, and can look like almost anything. Above all, half-Espers are split personalities that usually, somehow, manage to stay sane.
The half-esper race has the ability to metamorph into an esper form for a short amount of time. During this state, the character realized increased power in a number of ways. Immediately after the time for esper metamorphosis has elapsed, the character reverts back to their somewhat normal human-like form. The character then experiences a `low', which is result of coming down off the extreme adrenaline rush experienced as an esper. Note that the term esper is used loosely, as these ARE NOT true espers, but rather the bi-product of an esper and a mortal.
Str Agi Vit Spd Mag Spr take the non esper parent's species stats and devide them by half (this is low due to their amazing abilities when transformed)
VITAL DATA
Representatives: Terra (FF VI)
Typical Height: Males: 5'4" + 1d8"/Females: 5'3" + 1d6" Typical Weight: Males: 110 + 2d10 lbs./Females: 95 + 1d10 lbs. Hair Color: Any strange color for that race ie. Green, white, black, silver, gold, blue Eye Color: Any strange color for that race ie. Green, grey, silver, gold, violet Habitat: Any Average Lifespan: 1,000 years
The Half-Esper must pick a lineage to their esper parent, their choices are.
*Physical *Elemental *Fire *Water *Wind *Earth *Lightning *Ice *Time *Non-Elemental *Holy *Shadow *Healer *Status-Effects
Physical Str Agi Vit Spd Mag Spr +5 +0 +5 +5 +0 +0
Elemental *Fire Str Agi Vit Spd Mag Spr +5 +0 +3 +0 +5 +2 *Water Str Agi Vit Spd Mag Spr +0 +5 +2 +2 +4 +2 *Wind Str Agi Vit Spd Mag Spr +0 +5 +0 +5 +2 +3 *Earth Str Agi Vit Spd Mag Spr +5 +0 +5 +0 +3 +2 *Lightning Str Agi Vit Spd Mag Spr +2 +5 +0 +3 +5 +0 *Ice Str Agi Vit Spd Mag Spr +4 +0 +4 +0 +5 +2
Time Str Agi Vit Spd Mag Spr +0 +5 +0 +5 +5 +0
Non-Elemental Str Agi Vit Spd Mag Spr +1 +1 +1 +1 +6 +5
Holy Str Agi Vit Spd Mag Spr +0 +2 +3 +0 +5 +5
Shadow Str Agi Vit Spd Mag Spr +2 +3 +0 +0 +5 +5
Healer Str Agi Vit Spd Mag Spr +0 +0 +4 +0 +6 +5
Status-Effects Str Agi Vit Spd Mag Spr +1 +1 +1 +1 +6 +5 Note: if your parentage is mixed for the esper ie. Ifrit=physical/elemental fire you add up both bonuses and then divide it by two, and round down. Yes this gives them a greater selection for spells but also limits the amount of spells for each element they can have. Also this bonus cannot be higher than 15. When transformed into their esper form these bonuses are doubled.
Half Espers can morph into Esper form 3 + (Lvl/33) times per day. In other words, a Esper of level 25 in his/her profession can morph three times per day (24 hours). A level 70 Esper can morph 5 times, a level 99 Esper 6 times, a level 50 Esper 4 times, etc.
Duration of Metamorphosis: If in battle - 1+(lvl/11) battle rounds. This means anywhere from 1 round of Esper form at levels 1-10, to 10 rounds at level 99. If doing strenuous tasks outside of battle, the duration is 5+(lvl/11) minutes. If doing light tasks etc, the esper form can be maintained for (lvl/11) hours. This includes flying, etc. if that ability is possessed.
Here's the new Half Esper Abilities, they can only be accessed when in Esper form. No ability may be chosen twice, Choose two for your Half Esper:
* Flight: Stay in Esper form for (9 + Level/5) hours at 200 miles per hour. * Intangibility: Pass thru solid objects (Walls) at will. Being inside a wall etc during reversion would mean instant death. =( * Chameleon: Meld into the appearance of the habitat currently in, regardless of atmospheric conditions, lighting etc. * Breathe without air. Can survive underwater, within a vacuum etc. *Minor Magical ability: Learns one level one spell from the bias of their Esper blood. Every 10 levels they learn a new spell From one level higher at a time ie. level 10 they learn up to a level 2 spell, but they cannot learn ultimate spells.
Transformation Rules:
* Can morph as often as once per hour, not to exceed 5 times per gaming day. * Can revert at will. * Will morph into esper form if under extreme stress or in dire situations (to be determined by GM) even if the character has exceeded morphing limits that day/hour (i.e. already morphed 5 times that day or once that hour).. it there are `morphs' left, one is subtracted from the `available morphs'.. if there are no `morphs' available, then metamorphosis is considered a `free morph' under extreme circumstance. * Generally has control over actions as an esper, but this is somewhat affected by GM input. Memory in esper form is subject to GM restrictiosn also.
Society:
Half-Espers do not really have a society. Infact they tend to co-exist with others of their mortal parents species in most cases quite peacefully. In some cases they are feared and shunned, cast out from society, depending on how their powers manifest themselves. The more curative and helpful ones tend to be revered and the more destructive ones tend to be cast outs.
Roleplaying:
Each Half-Esper should be role-played with heavy influence by their mortal parents species. Whether this is good or bad will vary from player to player. No matter what though, due to their Esper heritage, they are something outside normal society. They are unnatural and are viewed as either holy or demonic in nature. Their nature varies depending upon their Esper parent. They tend to be either aloof or toughened by their existence.
Those who can get past the initial prejudice find that they can be powerful allies. No matter which Esper they are spawned from the Half-Esper has access to powers that other races do not, and they push themselves to excel in their chosen field. Their personalities are as various as their Esper appearance though most tend to do well in parties.
They tend to communicate in the languages of their mortal species, though some can speak the unique language of the Espers. Which is a musical language that no mortal can comprehend. Names tend to be unique or are influenced by their species.
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|