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 Abilities
Faris
Posted: Sep 13, 2005 - 8:35 PM


FOR GREAT JUSTICE
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Group: Members
Posts: 6,565
Member No.: 4
Joined: September 11, 2004



FFI (Info)

(Note: 8-Bit Theater, while entertaining, is NOT FF canon. Your character needs a personality, and you can borrow an element or two from the 8BT character, but don't just outright copy the 8BT character.)

Fighter/Knight
- Can use Guard twice a battle (ability from FFV's Knight class)
- Has 3 White magic spells from each of the first 3 levels
Thief/Ninja
- Can Steal at any time (self-explanatory)
- Has 3 Black magic spells from each of the first 4 levels
Black Belt/Master
- Can use Focus twice a battle (ability from FFIV's Yang)
- Can use 5 other skills that could fit the character (please talk to staff about this)
Black Mage/Black Wizard
- Has 3 Black magic spells from each of the 8 levels
White Mage/White Wizard
- Has 3 White magic spells from each of the 8 levels
Red Mage/Red Wizard
- Has 3 Black and/or White magic spells from each of the first 7 levels

Banned Spells:
Bane
Break
Zap!
XXXX
Nuke

The Masamune weapon cannot be used by White Mage, White Wizard, Black Mage, Black Wizard, Black Belt, or Master.



FFII (Info)

Although FF2 allows players to customize what the characters specialize in, these are the staff's reccomendations. Please do not feel constrained by them.

Firion - Favors swords, though generally a jack-of-all-trades.
Guy - Favors heavy physical fighting, axes and swords.
Maria - Favors bows and spells.
Gordon - Favors spears and swords, knight-esque.
Josef - Favors barehands fighting, monklike.
Leila - Favors two-weapon fighting and black magic (left-handed).
Minwu/Mindu - Favors white magic.
Ricard/Gareth - Favors spears, dragoon-like. May use Jump.
Leon - Favors swords.

Banned Spells:
Death
Ultima
Warp (in battle)



FFIII (Info)

Pick 3 jobs in addition to Freelancer. All jobs are mastered. Only 1 job can be equipped at a time. Instant Death abilities, spells, or techniques are banned (this includes Whirlpool for Geomancers, and Raze).



FFIV (Info)

Cecil (Dark Knight) - Can use DarkWave at any time.
Cecil (Paladin) - Pick five white magic spells, can Cover at any time.
Kain - Can use Jump twice a battle.
Rosa - Has all White magic, can Pray at any time, can use Aim once a battle.
Rydia (Child) - Has Chocobo and Whyt Eidolons only; pick three white and three black spells. Can summon Titan every other battle.
Rydia (Adult) - Has all Eidolons; has all Black magic.
Tellah - Pick ten Black and ten White magic spells.
Edward - Can Hide, Sing, or use Heal at any time.
Yang - Can use Focus once a battle.
Palom - Pick ten Black magic spells and can use Twin or Bluff at any time.
Porom - Pick ten White magic spells and can use Twin or Cry at any time.
Edge - Has all Ninja magic, can use Throw and Steal at any time.
Cid - Can use Study or Upgrade at any time.
FuSoYa - Has all Black and White magic.

The After
Ceodore - Knows Cure and Cura. Lunar (Passive) - Strength increases when the full moon is near.
Kain (Holy Dragoon) - Pick 5 White Magic Spells, can Jump twice a battle.
Rydia - Has all black magic, has no Eidolons.
Edge - Has all Ninja Magic, can use Throw at any time, can use Plunder (mug) at any time.
Cid - Can use Study at any time, can use ‘Set Up’. (Increase strength for less accuracy.)
Porom – Pick ten White Magic spells and can use Renew at any time. (Works like Pray, but only heals HP, and heals more than Pray.)
Luca - Can use Analyze at any time, comes with Calco and Brina dolls, can use Calcobrina once a battle.
Ursula, Yang's daughter - Kick, Chakra (heals negative statuses and recovers HP like in FFT), Pressure Point (strikes an opponent's weak point, certain critical attack)
Leonara - Pick ten Black Magic and ten White Magic spells.
Gekkou - Ninjutsu (Can use Fire-element Ninja Magic), can throw Shurikens at any time.
Zangetsu - Ninjutsu (Can use Thunder-element Ninja Magic), can use Great Kite twice a battle. (Works like Jump)
Izayoi - Ninjutsu (Can use Water/ice element Ninja Magic), can use Dazzle at any time.
Tsukinowa - Ninjutsu (Can use Wind/Thunder element Ninja magic), can use Steal at any time.
Hal - Perception (Find enemy’s weakness), Coin Toss.

Banned Spells:
Death
Meteo



FFV (Info)

Pick two Jobs in addition to their Bare job classes. You may have three cross-class abilities. All Jobs are at max level.

The Job System does not apply to Ghido, ExDeath, Gilgamesh, or the Demons of the N-Zone.

The Oracle Job is prohibited for being too powerful and, worse, for not making sense.

Banned Spells:
X-Zone
Doom Claw
Roulette
Condemned

Legend of the Crystals

Use your initiative. If there's a problem, we'll let you know.



FFVI (Info)

You may have three Magicite, but only one may be equipped at a time. You may only use a Desperation/Critical attack if your character is definitely losing, but only once a battle.

Terra - Can use Morph once a battle; has all spells that she is able to learn without Esper assistance
Locke - Can use Steal at any time
Edgar - Can use Tools twice a battle
Sabin - Pick five Blitz techniques
Celes - Can use Runic twice a battle; has all spells that she is able to learn without Esper assistance
Shadow - Can Throw at any time
Cyan - Pick five SwdTechs
Mog - Pick five Dances (all abilities)
Gau - Pick eight Rages
Setzer - Pick four Slot techniques to be used twice a battle
Relm - Can Sketch at any time
Strago - Pick eight Lores
Umaro - N/A
Gogo - Can use five mimed techniques/spells from current party (no Limit Breaks)

Banned Spells/Espers:
X-Zone
Ultima
Doom
Raiden (Esper)
Ragnarok (Esper)
Crusader (Esper)



Compilation of FFVII (Info)

Characters are allowed five Spell and Summon Materia and three other Materia (Command, Support, Independent). Eight Materia total. The "Enemy Skill" materia may only have eight techniques.

Pick two limit breaks of different levels.

Banned Limits:
Finishing Touch (Cloud)
Hammerblow (Barret)
Death to All (Cait Sith)
Stan Slam [Chaos] (Vincent)
Sattelite Beam (Barret) - unrealistic
All Level Four Limit Break techniques are banned. (They're pretty much all things that can only result in death. Aerith's Level Four is banned because it makes the affected characters immune to everything as well as doing a full recovery.)

Banned Materia:
Death
Ultima
Odin
Bahamut Zero
Typhoon
Knights of the Round
Mainpulate
Master Magic/Command/Summon

Kadaj, Yazoo, and Loz follow the same Materia rules as FFVII. They may not turn into Sephiroth, even if they find Jenova's face somewhere in the RP.

Bahamut SHIN is banned.

Please disregard Crisis Core materia. We're currently sticking with the original materia system from FFVII.



FFVIII (Info)

Pick eight spells and assume there is an infinite amount in the inventory; however, you may only cast a spell five times per battle. Only three -ga level or other highly potent spells (Flare, etc) are allowed. Characters from 8 are allowed two GFs.

Limit Breaks: Pick two techniques. Limit Breaks may be used every other battle.

The effect of Drawing: You may Draw from your opponent, but it does not deprive them of that spell. You may only use Draw to Cast in that particular fight, not to permanently gain new spells. You may not use Draw on summons.

Banned Spells/Techs/Summons:
Aura
Death
Ultima
Lionheart (Limit)
Rapture (Limit)
Eden (Summon)
Odin (Summon)
Gilgamesh with Excalibur (Gilgamesh may only be used every other battle)



FFIX (Info)

Every character picks four non-magical abilities. (No Auto abilities.) Mages have all spells; Summoners have all Summons.

Summoners can summon each Eidolon once a battle.

Special Abilities
Zidane - Pick four Thief skills; each can be used once.
Vivi - Can use Magic Sword when with Steiner.
Steiner - Pick four Sword Art abilities.
Garnet - Can summon each Eidolon once a battle.
Quina - Can Eat one monster per battle; pick eight Blue Magic spells.
Freya - Four Dragon abilities.
Eiko - One attack technique per Eidolon. Each Eidolon may be summoned once a battle.
Amarant - Four Flair techniques.

Characters may Trance every other battle.

Zidane - Pick two Trance techniques.
Vivi - Cast two spells in a row for the cost of one.
Steiner - Strength triples.
Garnet - Eidolon's attack is weakened, but it remains on the battlefield until she calls a different one.
Quina - Can Eat an enemy character and then spit them out for great damage.
Freya - Hovers high above the battlefield and throws multiple spears at the enemy.
Eiko - Can cast two spells in a row for the cost of one.
Amarant - Flair techniques target all allies or all enemies.

Banned Spells:
Death
Roulette
Doom
Matra Magic



FFX (Info) (Overdrive info)

Special Abilities

Characters have access to all of their special abilities. This means that Yuna and Lulu have all spells.

Tidus - Haste, Hastega, Slow, Slowga, Cheer, Flee, Provoke, Delay Attack, Delay Buster, Quick Hit
Kimahri - Lancet, Scan
Wakka - Aim, Dark Buster, Silence Buster, Sleep Buster, Silence Attack, Sleep Attack, Triple Foul
Auron - Guard, Sentinel, Threaten, Entrust, Zombie Attack, Power Break, Armor Break, Magic Break, Mental Break
Rikku - Steal, Use, Luck, Copycat, Spare Change, Mug, Full-Life, Bribe

Overdrives

Overdrives, like Limit Breaks and Trance, may only be used every other battle.

Tidus - Pick two Overdrive techniques.
Auron - Pick two Overdrive techniques.
Wakka - Pick two Overdrive techniques. Ignore "reels"; use what is most effective for the battle.
Yuna - Aeon is summoned in Overdrive. (Yuna has all Aeons.)
Lulu - Cast several powerful spells in a row.
Kimahri - Pick two Overdrive techniques.
Rikku - Can mix two random items to create a powerful one that is used instantly.

Banned Spells:
Ultima
Death Sentence
Suicide
Zombie



FFX-2 (Info)

Characters pick two dresspheres in addition to the default, with eight abilities per sphere (Mage spells/Blue Bullets do not count). Only eight Blue Bullet techniques are allowed for the Gun Mage sphere. The Special Dressphere is seperate from the main three and is treated like an Overdrive; it can only be used every other battle. Dresspheres are not automatically equipped with Ribbons.

Banned Spells:
Doom, Death
Deathproof
Carrier Flurry, Death Flurry, Kogoro Strike (Trainer sphere)
Zantetsu, Shin Zantetsue
Scatterburst
Arcana, Swordplay, Instict, White Magic, Black Magic, Bushido, PuPu Platter, Arsenic Knife (Mascot sphere)
Great Whirl
Deeth



FFXI (Spells) (Weapon skills)

Pick one character class to be used.

Mages may have twenty spells of their chosen class. Paladins and Dark Knights are allowed five white or black magic spells. Summoners may have ten summons, with each summon having three abilities/spells. Blue Mages are allowed eight Blue Magic spells.

All non-mage classes may have all abilities. (Note: Dragoons may only use the "Call Wyvern" skill once a battle.)

Weapon Skills are to be treated like other special attacks and can be used every other battle. You may have two weapon skills.

Note: This section is still under revision. For now, please follow these guidelines, but they may change. XI characters will be notified if it does.



FFXII (Info)

Pick six Technicks. Characters may have up to twelve spells of any Magick (white, black, time, green, or arcane). Specialization or generalization in spell choice is up to the player's discretion; however, only four -ga/-ja level spells are permitted.

Only one person may hold a particular Esper--i.e., if Ashe has Ultima, Vaan can't have it as part of his skillset.

Quickenings may be used every other battle. Each character is permitted all three of his/her Quickenings. Concurrences may only be performed if two XII characters perform their Quickenings together.

Banned Techs:
Zalera's Kill techniques
Death
Countdown
Bonecrusher



FFT (Info)

Pick two job classes in addition to the default class. All classes are mastered.

Banned Spells/Summons/Techniques:
Death
Lich
Zombie
Lava Ball
Quicksand
Death Sentence
Concentrate
Secret Fist
Petrify



FFTA + FFTA-2 (Info)

Pick two classes in addition to the default; all classes are mastered.

If you are making an Original Character, you can submit a custom Job, but it will be heavily viewed for fairness.

Combos can only be used once every other battle, and operate as Limit Breaks. If more than one FFT/FFTA-2 character is present, they may assist with their combos. You can only use the Combo of your Main job.

Banned Skills/Spells:
Roulette
Death
Ultima attacks
Reflex
Block Arrows
Blur
Doom Blade
Lifebane
Pierce

Changed Abilities:
Lifethread Blade - Only inflicts Dark damage.



FFCC (Info)

Pick five types of Magicite. You may have two of each variety so you may cast spells like Blizzara and the like. One Magic Ring is also allowed.

You may have one artifact. Artifacts that affect stats ingame (such as Gold Hairpins or Ring of Protection) will affect your character's general skill in that area. You are allowed one Focus Attack and one Magic Strike; you may pick anything regardless of equipment.



FFMQ (Info)

Each character may pick up to five spells.



FF Unlimited

Lisa Pacifist - May use her Kigen Arts at any time. The Kigen Dragon is to be treated as a Limit attack and used every other battle.
Kaze - May summon one creature per battle (no Knights of the Round). Chaos Gun Dragon is to be treated as a Limit Break and used every other battle.
Shroi Kumo/Makenshi - May summon two Dragons per battle. Chaos Sword Dragon is to be treated as a Limit attack and used every other battle.
Knave - Uses a machine gun as a weapon. May not use the bazooka.
Miles/Mireth - Uses a panflute dartblower as a weapon.
Cid - May pick three combat inventions as weapons.
Lou Lupus - May transform into a wolf at any time.
Madoushi - Uses a sword as a weapon.



All

Nonabilities: Attack, Flee (You may do this at any time during the RP if it is possible)

Summons may each be used only once per battle.

The spell Holy is at the level of a -ga elemental spell, rather than being a white magic version of Ultima.

Anything that causes 1-hit KOs are prohibited.

Ribbons are not allowed as accessories.



Non-hero/original characters

You will have to pick or create appropriate skills. The links provided should help, hopefully, and (for canon characters) you can draw on abilities that the character uses ingame, or just make it all up.



Post your chosen abilities in this topic. Neatly, please and thank you.

How to link to your Abilities post

So, post your abilities first; that's one. Next, look at the very top of your post, to where it says "Posted:". Click on it, and it gives you a nice permanent link to that post. (Thanks to Thief for this info.)
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Setzer
Posted: Sep 13, 2005 - 9:45 PM


Girl-magnet!
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Group: Members
Posts: 1,868
Member No.: 52
Joined: May 6, 2005



Abilities for Eres.

Main Class: Tarot Master
Secondary Classes: Ring Master, Herbalist

Tarot Master Skills
The Tarot Master class is based around the major and minor arcana of the tarot deck. It includes buffs and attacks against enemies, as well as a few useful support skills. All of the spells require Eres' Tarot Deck as well as her being able to draw cards. Any card, once used, can't be used again in the same battle unless all the other cards are used. (Basically until all the major arcana I've included as well as all the suits. ALOT of cards.)

Active
The Magician- Gives Eres or an ally a boost of magic power.
The High Priestess- A healing spell. Single target it can heal a large amount; the more allies that it heals, the less the healing effects each of them.
The Chariot- A teleportation spell. Can be used to send Eres or an ally(or enemy) moderate distances.
Strength- Gives Eres or an ally a boost of physical power.
Wheel of Fortune- Gives Eres and her allies a status boost (I'll pick either Shell, Protect, or Haste)
Justice- Protects an ally completely from an attack.
The Hanged Man- Increases an allies speed, but decreases their strength.
Death- Changes an enemies weapon into a random other item for a few seconds.
Judgement- A Holy Element spell.
The Suit of Wands- A fire elemental attack. The number drawn affects the power.
The Suit of Swords- Conjures (a) sword(s) to attack the enemy. Number drawn affects the power.
The Suit of Cups- A water elemental attack. The number drawn affects the power.
The Suit of Pentacles- A non-elemental attack. The number drawn affects the power.

Reaction
The Sun- When Eres is attacked by a magic spell, she can draw The Sun on her next action and return the spell back to her opponent.
The Moon- Eres can create an illusion of herself to take an attack for her.

Support
In The Reverse- Some cards can be drawn in the Reversed position, reversing their effects. Doesn't always work.



Ring Master
The Ring Master class deals with skills based around her rings. The skillset is small, but each skill has multiple uses. When Eres uses her rings to create fists, she can't draw cards until they're gone.

Active
Ring of Fire- Eres creates multiple fireballs from her rings that spiral around each other.
Create Fists- Eres creates metal fists using her rings. Locks basic elemental bolts and any ring skills.
Wave Fist- A wind elemental blast that is executed by swing her fists quickly. Can be chained. Mid-range attack.
Earth Fist- A small, centrally located earthquake created by slamming fists into the ground. Used to disorient nearby opponents. Can be chained.

Reaction
Catch!- Eres can catch spells and charge her fists with them. This locks her ability to remove the fists, though it gives all her attacks an extra oomf. Either an elemental fist spell or making contact with the fists will remove the charge.

Support
Divination Boost- Having the rings equipped increases all of Eres' multiple forms of divination. Mostly used outside of combat.



Herbalist
The Herbalist is similar to the FFT Chemist in that it uses items. The difference is that Eres mixes herbs from her jacket, and has a slightly different range of items to use in this class. All items take one turn to make and another turn to use.

Active
Potion
Pheonix Down- Saves from KO/Wounded status.
Ether
Elixir
Remedy
Mind Potion- Increases magic strength.
Strength Potion- Increases physical strength.
Speed Potion- Increases speed.
Elemental Water- Reduces damage from element charged spells.
Blinding Dust- Used for a Reaction ability.

Reaction
Blinding Dust- When an enemy gets in close to attack, Eres can throw Blinding Dust in their face, giving them the Blind status. Must have made the dust already in the battle to be usable.

Support
Throw Item


Limit Breaks
The Stars- The ultimate offensive Tarot spell. Stars fall from the sky, bombarding all of the opponents (and the landscape) with flaming meteors. Eres can't use ring spells or tarot cards after this spell, other than Create Fists and the minor arcana spells (Suit of Swords/Cups/Wands/Pentacles.) Takes 2 posts to utilize and can be stopped.

The Tower- The ultimate defensive Tarot spell. All allies are healed from KO/Wounded status and healed up completely. They're also given Protect and Shell. Eres sacrifices her ring spells and tarot cards, other than Create Fists and the minor arcana spells. Takes 2 posts to utilize and can be stopped.

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

Abilities for Seoras.

Primary: Bard
Secondary: Ninja, Time Mage

Bard
Bardsong
Magic Music: As long as Seor continues to play his lute, he can give his allies in the area a goodstat. Range isn't infinite, obviously, and ally must be able to hear! (Good stats are Haste, Protect, Shell, Regen)
Langorous Lute: As long as Seor continues to play his lute, he can give all the enemies in the area a badstat. Range isn't infinite, obviously, and the enemy must be able to hear! (Bad stats are Slow, Poison, Blind)

Support Abilities
Fly: Seoras can leap over obstacles and jump to any height. (The in-game description describes it as leaping, so I assume they unit doesn't REALLY fly. I've never used it ingame, just read the description.)

Time Mage
Time Magic
Haste
Slow
Stop
Don't Move
Float
Reflect
Demi

Support Abilities
Teleport: Allows Seor to teleport to anywhere on the battlefield. The further away the destination is, the harder it is to succeed.
Short Charge: Spells take a shorter time to cast than normal.

Ninja
Throw
I'm not gonna list everything he can throw, since it's mastered...just assume he can make pretty much every weapon a deadly thrown weapon.

Support Abilities
Move in Water: Seor can move and stop in any depth of water.
Abandon: Raises Seor's ability to dodge.
Sunken State: If Seor takes damage, he can turn invisible until he next takes magical damage or initiates an attack/skill.
Two Swords: Seor can fight with a weapon in both hands.

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

Abilities for Terra.

Weapon: Enhancer (boosts magic abilities slightly, and yes, it's a sword)

Espers and Magic

Maduin
Summon Effect: Maduin produces a wave of energy that causes non-elemental damage to all enemies.
Fire 2
Bolt 2
Ice 2

Pheonix
Summon Effect: Revives any unconscious allies and restores minimal HP to all.
Life
Life 2
Life 3
Fire 3
Cure 3

Alexander
Summon Effect: Alexander arises and attacks all enemies with a holy*-element beam.
Holy*
Shell
Safe
Dispel
Remedy

*For the sake of continuity, the NA version's change to "Pearl" instead of "Holy" has been disregarded. Also because I actually KNOW how to RP a Holy spell, but Pearl isn't a real element.

Desperation Attack
Riot Blade
Terra hurls curved blades at each enemy, causing poison and powerful non-elemental damage.
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Thief
Posted: Sep 14, 2005 - 2:01 PM


Having blue hair since 2004
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Group: Admin
Posts: 9,938
Member No.: 3
Joined: September 11, 2004



Thief

Black Magic

Level 1
FIRE - A single fireball at an enemy
LIT - A single lightning bolt at an enemy

Level 2
ICE - A freezing wind with a few ice shards at a group
DARK - A dark wave intended to temporarily blind a group; doesn't always work

Level 3
FIR2 - Multiple fireballs at a group
LIT2 - Multiple lightning bolts at a group

Level 4
ICE2 - A blizzard with a bunch of ice shards at a group
CONF - A red wave intended to confuse a group; doesn't always work



Kupek

Espers

Ifrit
Fire - A single fireball is fired at target
Fire 2 - Multiple fireballs are fired at target
Drain - Saps some health from target; that health in turn is transferred to Kupek
Summon Ability: Inferno - Ifrit appears, then crouches into a ball, before sending a wave of fire at all enemies.

Kirin
Cure - Recovers small portion of target's health
Cure 2 - Recovers moderate portion of target's health
Regen - Causes target to slowly recover health over a period of time
Antdot - Cures target of Poison
Scan - Scans target for strengths and weaknesses
Summon Ability: Life Guard - Kirin appears and awashes Kupek and his allies in a light that causes them to slowly recover their health over a period of time.

Phantom
Bserk - Temporarily makes target stronger, but causes him/her to blindly attack opponent(s) without control of how he/she attacks
Vanish - Causes target to temporarily disappear
Demi - Gravity-based attack
Summon Ability: Fader - Phantom appears from out of nowhere, then disappears, causing Kupek and his allies to temporarily disappear.

Special Abilities

Jump
Kupek jumps up in the air at an amazing height, seemingly disappearing from view. Then, after about 15 seconds, Kupek comes down from the sky, dive-bombing an enemy with his Mithril Pike aimed directly at the target. He can only do this once a battle.



Cloud

Materia

Lightning
Bolt - Shoots a single lightning bolt
Bolt2 - Shoots a few lightning bolts
Bolt3 - Shoots multiple lightning bolts

Restore
Cure - Recovers a small portion of health
Cure2 - Recovers a moderate portion of health
[Not mastered for the time being]

Earth
Quake - Rumbles the ground underneath target
Quake2 - Lifts up and throws some earth chunks
Quake3 - Quickly lifts part of the ground up to throw target

Mystify
Confu - Confuses the target if successful
Berserk - Makes the target stronger, but also causes target to go crazy

Ifrit
Hellfire - After appearing, Ifrit dashes at the target(s) in a ball of fire

All
Attached to Lightning

Sense
Detects strengths and weaknesses in the target

HP Plus
Increases health

Limit Breaks

Braver
Cloud leaps up into the air and comes down with a massive chop at an enemy.

Blade Beam
Cloud slashes his sword into the ground, causing a wave of blue energy to be sent at an enemy. Upon hitting the target, the wave diffuses into 2 and travels sideways, hitting those who may be to the side of the target.
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Dagger
Posted: Sep 18, 2005 - 11:18 AM


Unregistered









Abilities for Luneth:

Freelancer--Level 1 White and Black Magic
Cure
Poisona
Sight
Sleep
Blizzard
Fire

Dragoon--Jump
Thief--Thief skills/stats
Devout-- White Magic
Cure
Poisona
Sight
Aero
Toad
Mini
Cura
Teleport
Blindna
Silence
Confuse
Libra
Curaga
Raise
Protect
Aeroga
Haste
Stona
Curaja
Esuna
Reflect
Araise
Holy
Tornado



Abilities for Rufus:

[COMING SOON]
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Faris
Posted: Jan 20, 2006 - 10:39 PM


FOR GREAT JUSTICE
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Group: Members
Posts: 6,565
Member No.: 4
Joined: September 11, 2004



Faris' Jobs

Freelancer
Weapon - Flametongue (Fire-elemental attack)
Subweapon - Rising Sun (thrown, returns to hand after attack)

!Blue - Allows Faris to use Blue Magic. Blue Mage skill.

Blue Magic
Aera - Causes moderate wind damage
Aqua Breath - Bubbles surround an enemy and cause water damage.
Flash - Blinds an enemy.
Flame Thrower - Fire scorches an enemy for moderate fire damage.
Mind Blast - Deals minor damage to an enemy and paralyzes it.
White Wind - Restores health to allies equivilant to Faris' health.
Vampire - Takes health from an enemy and gives it to Faris.
Guard-Off - Reduces an enemy's defences.

!Mantra - Recovers a small amount of health, cures poison and darkness. Monk skill.

Syldra - The spirit of Faris' dragon showers the battlefield with powerful waves of ice and electricity.

Ninja
Weapon - Kunai
Subweapon - Rising Sun (metal ring that returns after it is thrown)
Subweapon - Shuriken [4] (throwable)
Subweapon - Fire Scroll [1] (throwable, causes Fire-elemental damage to all enemies, must be recharged after use)

!Smoke - Allows Faris and allies to escape most battles.
!Image - Creates two duplicates of Faris to distract enemies.
!Throw - Faris can throw weapons or other objects.
Two-Handed - Lets Faris wield a weapon in two hands.
!Scan- Allows Faris to sense the health, strengths, weaknesses, and magic power of an enemy. Blue Mage skill.

Blue Mage
Weapon - Flametongue

Blue Magic (!Blue)

Aera - Causes moderate wind damage
Aqua Breath - Bubbles surround an enemy and cause water damage.
Flash - Blinds an enemy.
Flame Thrower - Fire scorches an enemy for moderate fire damage.
Mind Blast - Deals minor damage to an enemy and paralyzes it.
White Wind - Restores health to allies equivilant to Faris' health.
Vampire - Takes health from an enemy and gives it to Faris.
Guard-Off - Reduces an enemy's defences.

Learning - Allows Faris to learn new Blue Magic spells or temporarily learn enemy techniques.

Monk
Weapon - Self

!Store- Delays an attack to do twice the damage
!Mantra- Recovers a small amount of health, cures poison and darkness.
Brawl- Allows Faris to fight like a Monk when not equipped with this job.
!Image - Creates two duplicates of Faris to distract enemies. Ninja skill.


Yuna - Dresspheres

Yuna's Dresspheres are Gunner and Trainer. When she is not equipped with a Dressphere, she defaults to Summoner (as per events in Rebirth).

Gunner Skills
Trigger Happy - Use two guns to rapid-fire.
Cheap Shot - Damage enemy regardless of how strong their defence is.
Target MP - Cause enemies to have difficulty casting spells.
Enchanted Ammo - Magic damage to an enemy (as opposed to physical damage)
Tableturner - The stronger the enemy's defense, the more damage it does.
Scattershot - Damage all enemies

Darkproof - Yuna cannot be blinded while in the Gunner Dressphere.
Sleepproof-Yuna cannot be put to sleep while in Gunner Dressphere.

Trainer Skills

Holy Kogoro - Kogoro inflicts Holy damage
Kogoro Blaze - Fire damage, occasionally inflicts Darkness
Kogoro Freeze - Ice damage, occasionally inflicts Stop
Kogoro Shock - Thunder damage, occasionally inflicts Beserk
Kogoro Deluge - Water damage, occasionally inflicts Sleep
Kogoro Remedy - Removes status effects from a party membre

MP Stroll - Restores MP while walking

Summoner Skills
Shiva: Summon the Ice Goddess. Can cast
Blizzard
Blizzara
Blizzaga
Heavenly Strike skill
Diamond Dust Overdrive.

Valefor: Summon the Spirit of the Wind. Can cast
Water
Watera
Cure
Cura
Sonic Boom skill
Energy Ray Overdrive.

Yojimbo: Summon the Mercenary Sword. Yojimbo has four skills.
Kazuka -Throw poison-tipped Kunai at the enemy.(Can inflict poison.)
Wakizashi -Attack with sword.
Daigoro -Send Daigoro the dog to attack the enemy.
Zanmato - With lightning-fast speed, slash through all enemies and cause wind-damage.

The Magus Sisters: Summon the powerful Trio of Cindy, Sandy, and Mindy.
Sandy
Razzia
Haste
Protect
Shell

Mindy
Passado
Poison
Confuse
Thundaga

Cindy
Camisade
Reflect
Curaga

Delta Attack Overdrive Powerful attack requiring all three sisters to be alive.

Bahamut: Summon the Dragon King. Can cast:
[technical difficulties]
Mega Flare - Overdrive. Bahamut roars, and non-elemental magic blasts through everything before him.


Linaly Klauser
Weapon - Rod

Summons

Chocobo - Summons a big, ugly, naked chocobo that can either attack or be used as a means of escape.
Remora - Several remora fish latch onto an enemy, lowering their speed and effectively causing Slow.
Sylph - Several fairies drain health from an enemy and give it to Linaly.

Pantyshot - Because of her lack of pants, Linaly's underdrawers are often visible. They might be quite a distraction for those not used to this.

Other

Linaly has an earring, with which she can "listen to the wind." It will point her in the direction she needs to go, or it can alert her to something that she really ought to notice... usually a powerful magic presence. She can also use it to communicate with her grandfather, but it hasn't been working for that for a long time.

This post has been edited by Faris on May 11, 2008 - 2:28 PM
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Celes
  Posted: Jun 22, 2006 - 7:32 PM


Penguins. Thousands of them.
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Group: Members
Posts: 958
Member No.: 107
Joined: June 22, 2006



Abilites of Megaera D'Ashland

Note that Megaera (and the Pollensalita race) have learned ways to cast magic without relying on Materia. Thus, her spellcasting can be significantly more versatile, but is also significantly less powerful in max potential (the likes of Ultima are out of her reach without a Materia). She can learn spells from scrolls to add to her library (as an FF1 magician), but also has a lower Materia capacity..

Megaera can use Materia of the Magic, Command, Independent, and Support types, but due to her race's 'corrupted' blood, she can never use Summons of any sort.

Known White Magic:
Cure, Cure2
Esuna, Dispel
Scan
Life
Haste
Shell, Protect

Known Black Magic
Fire, Fire2, Ice, Ice2, Bolt, Bolt2, Quake, Quake2, Water, Water2
Bio
Drain, Osmose (can be administered by a kiss instead of straight casting)

Known Blue Magic (Both are considered racial, and Megaera cannot otherwise learn Blue Magic without the appropriate Materia)
Fascination: Charms subject with a blown kiss. Works on both genders and is generally highly effective (although dispellable as any other status effect).
Angel Whisper: A high-power healing effect, combining Life2, a full cure, and Esuna.

Known Utility Magic: Not all spells are meant for combat, and Megaera's learned a few that definately aren't.
Tele: Allows for the lifting and slow moving of even heavy objects with fairly high precision without needing to touch them.
Light: Creates a ball of light which is at the control of the caster's thoughts.
Pidgeon: When cast on a light object (a smallish book or enveloped letter typically), sends that object flying at an incredible rate of speed to a specified destination (typically a named individual). Named for carrier pidgeons, but more convienient and reliable. Most commonly associated with the Enforcers.
Mark: Takes the appearance of an object and 'paints' it on a scale of the caster's choice onto another object. Typically used with a small gold symbol as a spellcaster's mark.
Fireworks: Generates basically harmless but nice-looking aerial explosions.
Rapid hypnosis: Generates pretty patterns in front of the subject. Combined with Megaera's voice and touch, used to rapidly hypnotize a subject (at the expense of it being less long-term effective than doing it directly). Still takes too long to use in combat.

Presumably Megaera knows or can quickly acquire more Utility Magic. Utility spells are never usable as an offensive in battle (i.e. she couldn't use Pidgeon to throw a rock for a guaranteed hit), though she could say use Fireworks as a distraction.

Held Materia: Megaera did not grab very many materia before getting taken to Halcyon, and wears them on the belts on her stomach.
W-Item: Increases Megaera's focus to allow her to use held or thrown items a little more quickly.
DoubleCut (MASTERED): Increases Megaera's focus to allow her to accurately throw four knives at a time instead of one. Can not be used stacked with Steal (which requires Megaera get in close).
(The following materia have been added under the new Abilities rules, and will be acquired IC'ly.)
Steal: Lets Megaera jump in close to an opponent while holding two knives. One slices for whatever part of the body's handy, the other goes for the victim's pocket. A common joke among metagaming Enforcers is "your GP and your HP" - though since this effect generally results in the dropping of items, this is not literally true.
Seal: Contains the Sleep and Mute (or Sleepel and Silence) spells.
Time: Contains Haste and Slow.


Non-Magic Abilities:
Megaera's race and training have granted her a few unusual abilities.
Hypnotism: Megaera can, using her eyes and body alone as a focus and given enough time, bring any subject (willing or otherwise) into a hypnotic trance. Subjects in a trance are exceptionally open to her suggestions, although suggestions that go more strongly against the subject's nature take longer to induce. Far too slow and ritualistic to even be considered for combat.
Empathy: (Edited - forgot this one, it's listed on her main charsheet) Megaera is good at reading people's emotions, able to catch onto subtleties others might miss.
Throwing Knives: No one's quite sure where Megaera hides her stack of throwing knives, but based on her ability to pull them from seemingly nowhere they must somehow be hidden insider her gloves. The knives are hidden and not magically generated, and while she doesn't seem to run out (Vincent and Barret never ran out of ammo did they?), she does need to purchase better ones if she wants them.
Agility: Megaera can move around at an exceptional speed in and out of battle, dodging attacks (or blocking them using her knives), running (more scrambling ala Reno) up walls and trees, and using her fists and feet as a weapon if someone gets too close for throwing knives.

Limit Breaks
When desparate, Megaera has a couple last-ditch techniques.
Lucky Star: Similar to the Meteo spell in effect, except that it drops cute yellow five-point stars (one of which Megaera is always seen riding) on it's victims. Hits three to eight random enemies for damage comparable to Fire3 (but non-elemental) each.
Sharpshooter: When truly desparate, Megaera can throw nine knives in an impossibly precise, moderately wide 'X' pattern centered right on the target's heart, with enough force to pierce most armor. It is easy to avoid the worst-case scenario (even relatively slight movements will get one's heart out of the path), but the knives are still highly painful and difficult to dodge entirely.

Abilities of Celes Chere.

Espers:
Siren: Siren appears with a harp, singing a song too beautiful to be heard. Those that her song 'targets' temporarily lose the ability to focus enough to cast spells (Silence).
Sleep: Lulls target into a sleeping state, leaving them wide open to attack.
Mute: While Siren's Hope Song simply prevents the focus for spellcasting, Mute actually shuts the target up. Celes loves to use this one to shut yappity bar customers up.
Slow: Slows time around the target, making everyone else seem to move faster.
Fire: Celes doesn't use this one too much actually, which is funny given her reptuation.

Shiva: Also Known As "The Ice Queen", or many much less polite versions thereof, Shiva simply throws a largish blast of icy wind at the target or target's faces. Given the typical radius of a blast of icy wind, it hits the rest of the body naturally.
Ice, Ice2: Shiva's trademarks. Celes actually has natural knowledge of these from her mana infusion.
Osmose: It is well known that magical power is needed to cast spells, besides the knowledge of the spell. A lack of spell power can make people tired, thus nessesitating sleep, coffee, Ether, or other things to recover it. Osmose simply takes magical power from another person to recharge one's own stores of power.
Rasp: While Osmose drains power from another to charge up one's own stores, Rasp simply removes the other's power. Good for making people tired enough to deny spellcasting as an option.
Cure: Everyone's gotta know it, and Celes uses it pretty often.

Unicorn: Uses it's horn as a source of power to heal Celes and her allies, and remove ailments from the body and mind.
Cure 2: See Cure.
Remedy: A good way to remove poisons or other ailments from someone's body or mind.
Dispel: A good way to remove (magical) boosts from someone's body or mind.
Safe: More commonly known as Protect, it provides a barrier which can partially protect against physical attacks.
Shell: More commonly known as, well, Shell, it provides a barrier which can partially protect against magical attacks.

Unique Abilities:
Celes, due to her mana-infused blood, has incarnate spellcasting ability. She is capable of simply learning spells (typically through a Magicite, though with time she could probably learn from scrolls or other sources as well). From this talent, she's learned:
# Ice (Level 1)
# Cure (Level 4)
# Antdot (Level 8)
# Imp (Level 13)
# Scan (Level 18)
# Safe (Level 22)
# Ice 2 (Level 26)
# Haste (Level 32)
# Muddle (Level 32)

She also knows the Utility spells Light, Pidgeon, and Mark (see Megaera's abilities, above).

Runic: Celes can, by raising her weapon, create a sort of magic lightning rod, absorbing the next spell cast in the immediate area into her weapon as magical reserves for herself.
Talents: Celes, due to her mana blood and upbringing, has many natural and even preternatural (well above what a normal human could likely attain with years of practice) skills. She has learned to use almost any sword effectively, and has some skill with knives, maces, and halbreds. She's also able to use shields and armor effectively, and is said to have the most painful fists in the acting business (or many others), especially when angry.
More commonly seen are Celes's innate talents for music and the stage. Her naturally graceful movements and beautifully trained voice have made, along with her impeccable resemblance to the Opera star Maria, have made her a fairly well-known name in Halcyon's acting community. As a side effect, she's had to learn a fair amount of basic disguise skills to keep fans from recognizing her.
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Sephiroth
Posted: Aug 23, 2006 - 12:56 AM


...
*

Group: Moderator
Posts: 3,231
Member No.: 120
Joined: August 20, 2006



Sephiroth's Abilities

Weapon
Masamune
~ A zanbato that was first specially designed and built for Sephiroth by Shinra after the model of a legendary Wutai blade. It was made of reinforced mythril. With firghtening cutting power and being custom made for him, it is the perfect weapon for Sephiroth, but it is said that nobody else can wield it. O=O O=O O=O

Armour
Sephiroth’s armour consists of his liquid-proofed leather outfit, reinforced by mythril bands in his boots and gloves, heavy mythril pauldrons on his shoulders, and a mythril body band protecting his groin and stomach. There are a pair of linked materia slots in the wrist bands on his gloves. O=O O=O

Materia

Barrier (Magic, worn in left armlet)
Barrier
M-Barrier
Reflect
Wall


Fire=Elemental (Magic=Support, worn in right armlet)
Fire1
Fire2
Fire3
Element Absorb (Fire)


Ice (Magic, in Masamune's hilt)
Ice1
Ice2
Ice3


Lightning (Magic, in Masamune's hilt)
Bolt1
Bolt2
Bolt3


Long Range (Independent, in Masamune's hilt)
Allows Sephiroth to generate blade-like arcs of energy by swinging his sword, allowing him to strike distant ot airborne enemies.

Restore (Magic, worn in left armlet)
Cure1
Cure2
Regen
Cure3


Limit Breaks

Seraph Guard
A white light infuses Sephiroth and his allies, granting them Wall and Regen.

Judgement Day
Sephiroth concentrates, then lifts his arms. Pillars of flame erupt around him, dealing heavy fire and holy damage to all those caught by them.

Seymour’s Abilities

Weapon
Black Staff ~ A long staff of black metal. Although not at first apparent, the tips of its intricate head are razor-sharp, making it a dangerous tool of war.

Black Magic

- Fire, Fira
- Blizzard, Blizzara
- Thunder, Thundara
- Water, Watera
- Flare
- Osmose
- Drain

White Magic

- Cure, Cura
- Dispel

Special Abilities[u]
[u]Summon
: Seymour has the capacity to bond with Fayth and invoke Aeons from them.
- Anima

Dualcast
Seymour can cast two spells in place of one.

Banish
Seymour can instantly dismiss Aeons or other summons from the battlefield.

Unsent ~ As an Unsent, Seymour is susceptible to being Sent at any time. However, if killed by ordinary means he will eventually reform. Unlike undead from other worlds, Seymour ha sno weakness to Holy magic and receives the normal benefits from curative magic and items.

Overdrive

Fiend Form: Seymour Lux
Seymour's skin turns dead white, and he is suffused with a ghostly luminescence. His robes also become a glistening silver, while his hair takes on a crystalline appearance. Although he loses his staff and regular abilities in this form, he gains the following:

Auto-Float - Seymour Lux is in fact hovering above the ground, making him immune to earth-type-attacks.
Dispel - Dispels all positive status from all enemies.
Element Absorb: Holy - Seymour Lux absorbs the Holy element.
Element Null: Dark - Seymour Lux is immune to the Dark element.
Lux Aeterna - A powerful beam of white energy imbued with the Holy element shoots at each of Seymour's enemies.
Ray of Atrophy - A white beam shoots from Seymour's finger, dealing moderate non-elemental damage and inflicting the "Zombie" status on one enemy.
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Reno
Posted: Jun 7, 2007 - 10:56 PM


¯\(°_o)/¯
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Group: Members
Posts: 1,346
Member No.: 164
Joined: June 7, 2007



RENO

Weapons: Collapsible Baton, low caliber automatic pistol, and hand to hand.

Armor: Lightning Armlet - Absorbs Lightning Attacks.

Accessories: Fire Ring - Nullifies Fire attacks.

Special attacks:
Pyramid: Traps one opponent in a pyramid. Only a physical attack can release them from it.
Electro-Mag: Uses the electric function of the baton to shock somebody with electrical damage. Randomly causes paralyzed status effect.
Neo Turk Light: Inflicts confusion on one opponent.

Materia
Lightning MASTER - Bolt1, Bolt2, Bolt3
Fire MASTER - Fire1, Fire2, Fire3
Restore MASTER - Cure1, Cure2, Regen, Cure3
Hades - Inflicts Multiple status changes.
Barrier MASTER - Barrier, MBarrier, Wall
Time MASTER - Slow, Haste, Stop
Deathblow
Cover

Limit Break

Electropod: Reno overcharges his baton, and unleashes a massive electrical discharge on one enemy.

RUDE

Weapons
Low Caliber Automatic Pistol, Hand-to-Hand Combat.

Armor
Fire Armlet - Absorbs Fire Attacks

Accessories
Ice Ring - Nullifies Ice Attacks

Special Attacks
Blast Fist: Launches out a Fireball from his hand that damages a single target with Fire damage.
Grand Spark: Rude pounds his fist into the ground and creates an electric wave that damages enemies in front of him.

Materia
Fire MASTER - Fire1, Fire2, Fire3
Lightning MASTER - Bolt1, Bolt2, Bolt3
Speed Plus MASTER - 50% Increase in Speed.
Counterattack MASTER - 60% Chance to Counter an Attack
Poison MASTER - Bio, Bio2, Bio3
Enemy Skill

Limit Break

Pummel: Rude goes into a Frenzy and makes 10 quick attacks, verying in kicks and punches. Afterwards Rude is unable to perform an attack for a short amount of time.



DELITA HERIAL

Jobs
Primary: Holy Knight
Secndary: Squire, Dark Knight


Weapons
Ragnarok
Armor
Escutcheon (Shield), Gold Armor.
Accessories
Feather Mantle.

Main Skill: Holy Sword
Judgment Blade (Can cause Stop.)
Cleansing Strike
Northswain's Strike
Hallowed Bolt (Can cause Silence.)
Divine Ruination (Can cause Confuse.)
Chant (Sacrifices own Health to Heal an Ally.)

Secondary Skill: Dark Sword (Blind)
Infernal Strike (Absorbs MP)
Sanguine Sword (Absorbs HP
Crushing Blow (Damage as well as Stop)
Abyssal Blade (Damages Self to Deal Damage)
Unholy Strike (Uses HP to Deal Dark damage to surrounding enemies.)

Support Abilty: Vehemence (Lowers Defense, Raises Attack)
Movement Ability: Jump +3 (Able to reach high places simply by jumping.)

This post has been edited by Reno on Apr 20, 2008 - 6:24 PM
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Paine
Posted: Jun 30, 2007 - 9:39 PM


I SEE YOU.
*

Group: Moderator
Posts: 777
Member No.: 185
Joined: June 30, 2007



Paine's Abilities


Warrior - Default

Weapon: Sword

Attacks
Flametongue: Fire-based attack.
Ice Brand: Ice-based attack.
Thunder Blade: Thunder-based attack.
Liquid Steel: Water-based attack.
Excalibur: Holy-based attack.

Support Abilities
Assault: Casts Berserk, Haste, Protect, and Shell on the party.
Sentinal: Decreases damage taken for one turn/post.
SOS-Protect: Casts protect on self when in critical state.

Alchemist

Weapon - Gun

Items
Hi-Potion: Makes a hi-potion instantly.
X-Potion: Makes a X-potion in 1 post.
Mega-Potion: Makes a Mega-potion in 2 posts.
Elixir: Makes an elixir in 2 posts.
Remedy: Makes a Remedy in 1 post.
Ether: Makes an Ether instantly.
Phoenix Down: Makes a Phoenix Down in 1 post.

Support Abilities
Chemist: Increases potency of restorative items.

Black Mage

Weapon: Staff/Rod

Spells
Fire: Minor Fire-based spell.
Water: Minor Water-based spell.
Firaga: Fire-based spell.
Waterga: Water-based spell.
Blizzaga: Ice-based spell.
Thundaga: Thunder-based spell.

Support Abilities
MP Absorb: Restores some casting endurance.
Focus: Increases magic power for caster.




Elena's Abilities

Primary Weapon: Gun
Secondary Weapon: Some hand-to-hand combat

Limit Break
Bomb: Elena throws something flammable, shoots it, and it explodes, causing heavy damage to anyone nearby.

Materia - All Mastered
Fire
Fire
Fire2
Fire3

Restore - All
Cure
Cure2
Regen
Cure3

Time - All
Haste
Slow
Stop

Ifrit
Phoenix
Deathblow




Rinoa's Abilities

Weapon: Blaster Edge

Magic
Curaga
Holy
Triple
Esuna
Protect
Shell
Haste

GFs
Siren
Tonberry

Limits
Wishing Star - Rinoa calls Angelo, who aids her in attacking her current opponent(s).
Angelo Recover - Rinoa calls Angelo, who runs in and rouses a fallen ally.




This post has been edited by Paine on Feb 18, 2009 - 3:13 PM
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Kletian
Posted: Aug 17, 2007 - 5:00 PM


Master...Sorcerer?
*

Group: Members
Posts: 995
Member No.: 11
Joined: October 3, 2004



Kletian

Current Equipment:
Mace of Zeus
Rune Sword (put away in sheath)
Flash Hat
Black Costume
Feather Mantle

Jobs:

Sorcerer-As one who has been both gifted in the magical arts and studied deep in their lore, Kletian has awesome and terrible mystic power. His "All Magic" ability lets him use any spell to its full and deadly potential.

*NOTE*-All Magic has all spells from the following types: Black, White, Ying Yang, Summon, and Time.
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Seth Wynd
Posted: Sep 12, 2007 - 8:28 PM


Galbadian Soldier 2
*

Group: Members
Posts: 89
Member No.: 198
Joined: September 11, 2007



Alexander Richards:

Spells:

-Fire
-Thunder
-Cure
-Shell
-Protect
-Blind
-Thundaga
-Scan

Limit Breaks:

Homemade Hand Grenade(s) :

Xander uses up one to two of his spare magazines, heating each up with a Fire or Fira spell, then throws it at the enemy. The heat causes the ammunition inside to fire, sending bullets and shrapnel out in every direction. If he doesn't find cover, that includes his direction...

((A second limit break will be added once I can think of one >.> ...))
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Orlandu
Posted: Sep 19, 2007 - 3:54 PM


Thunder God, Sans Hammer
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Group: Members
Posts: 201
Member No.: 202
Joined: September 17, 2007



Cidolfas Orlandu

Primary Job: Holy Swordsman
Primary Ability: All Swordskill

Secondary Jobs: Samurai, Monk
Secondary Abilities: Draw Out, Punch Art

Equipment
Excalibur
Aegis Shield
Carabini Mail
Crystal Helmet
Bracer

Inventory:
Kiyomori

The Aegis shield provides exceptional magic resistance. The Excalibur grants the following abilities when wielded- Auto-Haste, Boost Holy effects, Absorb Holy, Add Holy on attack.


All Swordskill:
All of the swordskill techniques can be used from melee range, up to a short distance away. They all require a sword to be used.
Stasis Sword- Holy elemental attack, hits a small area of effect.
Split Punch- Holy elemental attack, single target.
Crush Punch- Holy elemental attack, chance of “Critical Hit”
Lightning Stab Lightning elemental Sword attack. Can silence.
Holy Explosion- Holy Elemental, longest range of the Swordskills- hits in a line. Can confuse.

These techniques all disarm, disable, or possibly destroy a piece of equipment in addition to doing damage.
Shellbust Stab- targets Armor.
Blastar Punch- targets Helmets.
Hellcry Punch- targets Weapons.
Icewolf Bite- targets Accessories.
Dark Sword- Deals significant damage directly to the target’s magical reserves, and draws that energy into Orlandu.
Night Sword- Deals damage to the enemy and restores health to Orlandu equal to the damage done.

Punch Art:
Active Skills
Spin Fist
Repeating Fist
Wave Fist
Earth Slash
Stigma Magic
Chakra
Revive

Passive Skills
Counter
Hamedo

Draw Out:
Kiyomori- Adds Protect and Shell in a small radius, targetting only allies. 15% chance of breaking the sword in the process.

Passive Skills
Water Walk
Blade Grasp
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Bartz
Posted: Oct 17, 2007 - 2:49 PM


Level 2
*

Group: Members
Posts: 168
Member No.: 207
Joined: October 15, 2007



Bartz

Main: Ragnarok
Sub: Blood Sword


Jobs

Knight, Mime, Geomancer

Class/Cross-Class Abilities

Knight

Cover- Take hits for allies who cannot protect themselves.
Guard- Completely absorb a direct physical attack.
2-Handed- Use both hands when wielding swords, Katanas or axes to inflict twice the damage.
Equip Sword- Gain the ability to wield swords.

Mime

Innate Ability
All innate abilities are mastered.

Mimic- Allows the character to copy the command of the previous character.

Geomancer

Innate Ability
Pitfalls are spotted, no damage from damaging floors for party.

Terrain- Hits enemy with magic due to the surrounding area.
Buildings
Wind Slash- Wind attack on multiple enemies
Gust Wind- Attack on one enemy.
Twister- Reduce one enemy's HP to single digits.
Will O' Wisp- Fire attack to one enemy. Randomly confuses the enemy.
Sonic Boom- Wind attack on one enemy.

Earth
Wind Slash- Wind attack on multiple enemies
Will O' Wisp- Fire attack to one enemy. Randomly confuses the enemy.
Stalagmite- Drops 4 rocks of 4 random enemies.
Stalactite- Drops one big rock on one enemy.

Deserts
Dust- Earth/Wind attack on all enemies and casts Dark.
Desert Storm- Stronger Earth/Wind attack on all enemies.
Quicksand- Drown an enemy in the sand.
Heat Sand- Earth/Fire attack on all enemies.

Fields
Gust- Wind attack on one enemy.
Earthquake- Earth attack on all enemies.
Wind Slash- Wind attack on multiple enemies
Twister- Reduce one enemy's HP to single digits.

Forests
Branch Arrow- Regular attack on one enemy.
Rage Wind- attack on all enemies and casts Dark.
Branch Spear- Stronger version of the Branch Arrow.
Vine Hell- Cast Slow on all enemies.

Marshes
Will O' Wisp- Fire attack to one enemy. Randomly confuses the enemy.
Peat Bog- Drown all enemies in the marshes.
Poison Mist- Drop enemy's HP down to 1.

Mountains
Gust Wind- attack on one enemy.
Earthquake- Earth attack on all enemies.
Twister- Reduce one enemy's HP to single digits.
Stalagmite- Drops 4 rocks on 4 random enemies.

Water
Whirlpool- Water attack on all enemies causes slow
Tsunami- Water attack on all enemies.
Big Wave- More powerful Water attack on all enemies.
Phantom- Regular attack on one enemy.
Waterfall- Water attack on one enemy.






Cross/class Abilities

Equip Sword- Gain the ability to wield swords.
Terrain- Hits enemy with magic due to the surrounding area
Mimic- Allows the character to copy the command of the previous character.
Gaurd- Completely absorb a direct physical attack.
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Tidus
Posted: Oct 20, 2007 - 6:15 PM


Unregistered









Tidus


Equipment
Brotherhood
Metal Shield

Magic
Haste
Hastega
Slow
Slowga

Skills
Delay Attack
Delay Buster
Quick Hit

Special
Cheer
Flee
Provoke

Overdrive
Swordplay
Spiral Cut
Energy Rain
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Lucrecia Crescent
Posted: Nov 19, 2007 - 10:15 PM


Unregistered









Lucrecia Crescent's Abilities


Flight
Telepathy
Empathy
Astral Projection
Telekinesis
Transformation
Heightened Senses, reflexes, and speed.

The Jenova cells in her body allow her to do a great deal; however, Lucrecia is only aware of precious few of these abilities. She knows how to project her image short distances, and that's about it.

Weapons

Lucrecia really isn't one to fight, but she does carry a small handgun on her at all times.

Limit Break

Transformation comes in handy at times. When pressed, Lucrecia turns into - well - a monster. As pretty as she is under natural circumstances, her change is rather greusome. Said monster is large, intimidating, and eerily...interesting. Not pretty, not exactly, but there is something about this form that attracts the eye and refuses to release it.
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