Freelancer
LVL. 5
Played by XIII
STAFF
Posts: 19
Likes: 0
|
Post by XIII on Oct 18, 2016 8:41:18 GMT -5
GRADE I CLASS SKILLS UNFETTEREDORIGIN: FREELANCER COOLDOWN: N/A The Freelancer is not bound to the typical restrictions carried by most jobs, and as such, are true jacks-of-all-trades. They are able to wield any type of weapon, equip any kind of armor, and are given access to any Tier I spells. ADVANCEORIGIN: WARRIOR COOLDOWN: 3 MINUTES The Warrior momentarily eschews their defensive prowess to deliver one decisive blow to the enemy. They may choose to roll two dice during their attack instead of one, however they will also receive doubled damage from the next attack that targets them. PILFERORIGIN: THIEF COOLDOWN: 3 MINUTES The Thief has sticky fingers; wherever they go, someone is bound to walk away with lighter pockets. Once per encounter, they may roll a die in an attempt to steal gil from an enemy; the number that results affects how much money is successfully swiped. This can be used alongside an attack roll, and can be used in player-versus-player combat. BLACK MAGICORIGIN: BLACK MAGE COOLDOWN: N/A The Black Mage devotes their studies to the destructive arts, bending the forces of nature to their whims. Black Mages have access to Black Magic spells up to Tier IV. WHITE MAGICORIGIN: WHITE MAGE COOLDOWN: N/A The White Mage devotes their studies to the restorative arts, healing the wounds of their allies and curing them of any malaise. White Mages have access to White Magic spells up to Tier IV. DUALCASTORIGIN: RED MAGE COOLDOWN: N/A The Red Mage prefers to study the magical arts in full than devote to a single school or subject. They are known to be able to use both black and white magic, though they are often not as skilled in either area as a specialist would be. Red Mages have access to White and Black Magic spells up to Tier II. BOOSTORIGIN: BLACK BELT COOLDOWN: N/A The Black Belt stores energy within their bodies in order to produce a more powerful attack. Up to two times per encounter and consecutively if desired, a bonus modifier of +5 points may be applied to the Black Belt's next attack.
|
|
Freelancer
LVL. 5
Played by XIII
STAFF
Posts: 19
Likes: 0
|
Post by XIII on Oct 18, 2016 9:27:47 GMT -5
GRADE II CLASS SKILLS COVERORIGIN: KNIGHT COOLDOWN: 1 MINUTE The Knight behaves as a shield for his allies, and is the first to throw himself in harm's way. They make take damage in place of any ally that is targeted for an attack. BARRAGEORIGIN: RANGER COOLDOWN: 2 MINUTES The Ranger's skill with a bow is next to peerless, allowing them to rain down a volley of arrows with both speed and precision. In addition to their attack roll, they may roll a secondary die to determine the number of attacks that results, up to a maximum value of four. Attacks made in this way will inflict damage equal to half of the first die. TERRAINORIGIN: GEOMANCER COOLDOWN: N/A The Geomancer gains access to the power of the planet itself, enabling them to perform extreme displays of magic. Depending on the environmental conditions of the arena being fought on, the Geomancer gains access to one of the following Tier V spells: Freeze (cold landscapes and snowy terrain), Tornado (high altitudes or grassy landscapes), Quake (rocky landscapes and mountainous terrain), Burst (artificial landscapes and man-made terrain), Flood (beaches and large bodies of water), or Blaze (deserts, hot climates, and volcanic terrain). LIBRAORIGIN: SCHOLAR COOLDOWN: 1 MINUTE The Scholar values knowledge above all else — after all, knowledge is power. By selecting a target, a Scholar can ascertain detailed and vital information regarding their chosen subject, such as their current HP, statistics, known attacks, and known weaknesses. FAST FOOTWORKORIGIN: DANCER COOLDOWN: N/A The Dancer thrives in the spotlight, capitalizing on their well-timed movements to keep to the beat. Once per encounter, the Dancer may completely ignore all damage from a single attack directed at them. TAMEORIGIN: BEASTMASTER COOLDOWN: N/A The Beastmaster has learned the ways of the wild and is able to link their own primal instincts to the creatures that inhabit the world. Once per encounter, the Beastmaster may temporarily gain control over a single, non-human enemy and turn it into an additional ally. The tamed creature leaves of its own accord once combat ends.
|
|
Freelancer
LVL. 5
Played by XIII
STAFF
Posts: 19
Likes: 0
|
Post by XIII on Oct 18, 2016 9:34:12 GMT -5
GRADE III CLASS SKILLS JUMPORIGIN: DRAGOON COOLDOWN: 1 MINUTE The Dragoon is feared for their superior jumping abilities, as it brings them closer to the dragons they so greatly revere. Before an attack roll is made, the Dragoon may choose to leap into the air for the duration that turn, during which they cannot be targeted for an attack. At the start of their next turn, the Dragoon descends over their chosen target to inflict damage as normal. Cannot be used on consecutive turns. PROVOKEORIGIN: VIKING COOLDOWN: 3 MINUTES The Viking thrives in the heat of combat and will not hesitate to draw the attention of his foes if it opens the path to gil and glory. They may single themselves out during an encounter to have all enemies target them instead of their allies for five minutes, or five posts. BLUE MAGICORIGIN: BLUE MAGE COOLDOWN: N/A The Blue Mage is remarkable for their curious ability to learn and utilize powers that originate from nature itself. A Blue Mage is able to incorporate a wide variety of attacks and spells from various monsters and beasts into their arsenal of personal abilities, provided he endures damage from the attack in question and survives the encounter. Additionally, the Blue Mage can cast Black Magic up to Tier V. TIME WARPORIGIN: TIME MAGE COOLDOWN: N/A The Time Mage has learned to manipulate the flow of time itself to their favor with advanced magic techniques. Once per encounter, the Time Mage may either apply a single die roll twice, nullify a roll, or force the roll to take place again in order to overwrite the original result. Additionally, the Time Mage can cast White Magic up to Tier V. CONDEMNORIGIN: MYSTIC COOLDOWN: N/A The Oracle is a mystic and a soothsayer who relies on divination to foresee the fates of their enemies. The Oracle may choose to eschew an attack roll in order to inflict a random negative status condition on their chosen target. Additionally, the Oracle can learn White and Black Magic up to Tier III. LUNATIC HIGHORIGIN: BERSERKER COOLDOWN: 5 MINUTES The Berserker is a savage fighter blinded by endless rage; enemies stand no chance against their relentless attacks. The Berserker may induce the Berserk condition on themselves and all allies present, temporarily preventing the usage of techniques or spells for three minutes (or three posts) in exchange for a +20 point bonus to all attack rolls.
|
|
Freelancer
LVL. 5
Played by XIII
STAFF
Posts: 19
Likes: 0
|
Post by XIII on Oct 18, 2016 9:44:03 GMT -5
GRADE IV CLASS SKILLS SOULEATERORIGIN: DARK KNIGHT COOLDOWN: 1 MINUTE The Dark Knight draws strength from their anger, pain, and suffering and is able to convert it into raw power. By sacrificing one point of life, the Dark Knight can attribute a +30 point modifier to their next attack. THROWORIGIN: NINJA COOLDOWN: 1 MINUTE The Ninja is a covert operative who lurks in the shadows, waiting for the opportune moment to strike while their target's guard is at its lowest. They are able to throw any weapon in their inventory in order to achieve a variety of effects, depending on the item being thrown. The thrown item is consumed afterward. weapon: adds double the weapon's modifier as a bonus attack modifier. consumable: adds the consumable's modifier as a bonus attack modifier. armor: adds the armor's modifier as a bonus attack modifier. other: variable. MIXORIGIN: ALCHEMIST COOLDOWN: N/A The Alchemist is an artificer of items and unique concoctions that allow them to achieve a veritable myriad of effects. The Alchemist may choose to fuse two consumable items in their inventory to perform various functions, depending on the items that are mixed. The items are consumed afterward. Post the item you are attempting to create (description + effect up to you, with staff judgement) in your crafting thread to use this ability. Additionally, the Alchemist can cast Black Magic up to Tier VI. CALCULATIONORIGIN: ARITHMETICIAN COOLDOWN: N/A The Arithmetician manipulates the fundamental laws of mathematics itself to perform quirky and often dangerous displays of magic. Before an attack roll is made, the Arithmetician must choose two algorithms to determine what their attacks will target. These algorithms are Factors (Level, EXP, STR, AGL, INT, VIT, and LUCK) and Numbers (Prime, Multiple of 3, Multiple of 4, and Multiple of 5). Additionally, the Arithmetician can cast White Magic up to Tier VI. SPELLBLADEORIGIN: MYSTIC KNIGHT COOLDOWN: N/A The Mystic Knight is a marvelous combination of might and magic, utilizing a wide arsenal of spells to empower their weapons and dominate the battlefield. Mystic Knights have access to Black Magic spells up to Tier VI and may attach them to a physical attack roll. Only one spell may be activated via Spellblade at any time. Additionally, the Mystic Knight can learn White and Black Magic up to Tier IV. COUNTERORIGIN: MONK COOLDOWN: 2 MINUTES The Monk is a warrior in pursuit of spiritual aesthetics, having devoted himself to mastery of the martial arts to achieve a transcendent state of being. Upon being targeted by an attack, the Monk may roll a die to determine if a counterattack will take place; if the roll meets or exceeds the foe's attack roll, the Monk will inflict damage to the attacker as if they had just performed an attack roll themselves.
|
|
Freelancer
LVL. 5
Played by XIII
STAFF
Posts: 19
Likes: 0
|
Post by XIII on Oct 18, 2016 9:55:14 GMT -5
GRADE V CLASS SKILLS SPARE CHANGEORIGIN: SAMURAI COOLDOWN: N/A The Samurai are practitioners of Bushido, the way of the warrior — mobility and tactical advantage on the battlefield is paramount to their fighting abilities. The Samurai may eschew a normal attack roll in favor of sacrificing 30% of their total gil to perform a special attack roll, adding an attack modifier to the Samurai's attack roll equal to double his level. LOADED DICEORIGIN: GAMBLER COOLDOWN: 3 MINUTES The Gambler subsists on games of chance, always betting his money or his life on whatever will earn him the highest rewards. Once per encounter, the Gambler may automatically retry an attack roll if they choose to; the new result will always replace the old result, even if the new result is worse. BLACK WIZARDORIGIN: MAGUS COOLDOWN: N/A The Magus is the final word in destructive magic — the very elements bow to his will. Magi have access to all tiers of Black Magic. WHITE WIZARDORIGIN: SEER COOLDOWN: N/A The Seer is the final word in restorative magic — even Death itself is but a mere trifle. Seers have access to all tiers of White Magic. ARCANE PROFICIENCYORIGIN: SAGE COOLDOWN: N/A The Sage is a wellspring of knowledge in the magical arts and can cast all but the most forbidden spells. Sages have access to Tier VII Black Magic and White Magic spells. CONCENTRATIONORIGIN: ASSASSIN COOLDOWN: N/A The Assassin is a trained killer, capable of patiently stalking their foes before delivering a swift and often fatal strike. Once per encounter, they may eschew an attack roll in order to study a target's weaknesses; at the start of their turn, the Assassin's next attack roll will inflict weakness-specific damage (deals 2 life in damage rather than 1) to the studied target. If the target has multiple weaknesses, all of them are targeted at once.
|
|
Freelancer
LVL. 5
Played by XIII
STAFF
Posts: 19
Likes: 0
|
Post by XIII on Oct 18, 2016 9:56:53 GMT -5
GRADE VI CLASS SKILLS LATENT POTENTIALORIGIN: ONION KNIGHT COOLDOWN: N/A The Onion Knight is a legendary title held by those who have endured countless hardships and trials that would break lesser men; by overcoming their fears, they have earned the right to be called true heroes. The Onion Knight is able to utilize any tier of Black or White Magic spells, can equip any weapon, wear any armor, and receive a permanent +10 point bonus to all of their stats. MIMICORIGIN: MIME COOLDOWN: 3 MINUTES The Mime is an eccentric character that specializes in the art of imitation, eschewing the usage of typical attacks and spells in favor of directly mirroring everything they witness. Mimes cannot use any tier of Black or White Magic and are unable to use the abilities or Command Skills of other jobs they have mastered, but are capable of perfectly mimicking any action, spell, or skill that is used before the start of their turn. They are able to equip any weapon, wear any armor, and receive a permanent +10 point bonus to all of their stats.
|
|