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Old 3 Weeks Ago (8:26 AM). Edited 4 Days Ago by Parivir.
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Parivir Parivir is offline
rage, rage against the dying of the light.
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Join Date: Dec 2010
Location: Jakarta, Indonesia
Age: 19
Gender: Male
Nature: Relaxed
Posts: 191
KINGMARCH
rated M for violence and sexytimes but mostly violence
two spots remain | best viewed with forever standing (style)


"...and so it was that the Occuria rose from their exalted thrones,
earth and light grasped within one palm;
within the other: darkness and Mist.
There shall be twenty-four, decreed the Undying,
and so, there were twenty-four."
- Of Ivalice and the Undying: a Tautology . . . . . . . . . . . . . . . . . . . . . . . . . .


of gods, monsters, and men


Many thousand years ago, all-powerful beings called the Occuria looked down upon the land, and their rule was absolute. They commanded all things on the earth. All was done according to their will. To help them secure the reins of mortal history, they used their immense power to craft powerful beings who would obey their every command--these, mortals know as the scions.

Over time, twelve scions came to believe themselves as powerful as their creators, and thus sought to break free of their servitude. Without their creators' assent, they descended upon the world of man and sought the aid of ambitious mortals to aid in their rebellion against the Occuria. Together, scion and man striked at the olden gods, but they were overpowered and defeated. The Occuria were angered and struck down their blessed children, and binding their souls and flesh with the Glyph of the Beast, they stole their freedom for all eternity. The Occuria then withdrew behind the walls of a great city of their own making, disappearing from history's stage, and man returned to their lands once more. But the Occuria do not forgive, and they do not forget: down to the earth did they send their twelve loyal children, and a lengthy war was waged between the mortal and the divine.

The scions' very presence devastated the land. They ravaged the earth, destroying civilization as it was known and slaughtering millions along the way, and the mortals, try as they might, could do little to halt their streak of destruction. At the dawn of the thousandth year, however, seven warriors emerged from various parts of Ivalice, claiming to be heritors of an ancient, powerful demon whose powers exceed even that of the Occuria. They led a small group of firebrands and, through arduous combat, managed to defeat eleven of the scions: Loghrif the Transcendent, Mitron the Chastiser, Emet-Selch the Angel of Truth, Pashtarot the Knight-Star, Fandaniel the Protector, Halmarut the Arbiter, Nabriales the Majestic, Igeyorhm the Martyr, Deudalaphon the Benevolent, Emmerololth the Holy Queen, and Lahabrea the Abyssal Celebrant all fell before their combined might. They could not, however, manage to accomplish such a feat against the twelfth scion: Zodiark, Keeper of Precepts, whose power far exceeded the others. As such, they instead chose to seal him in an unspecified location, that he would not pose any problems for many years to come.

The Seven Heroes, as they came to be known, knew full well that neither the seal they placed upon Zodiark nor the Occuria seal on the twelve rebelling scions would last forever. In anticipation of the crisis that would transpire should they finally break free, each hero crafted a magicite of great power, said to be tempered by their own life force. The seven magicites were then presented to the ruling monarch for safekeeping, and the heroes who crafted them retreated into obscurity.

And so, peace descended upon the world, and the march towards a new age finally began.

a world in peril



A map of Ivalice and its neighboring countries. Ivalice spreads radially outwards from the capital city of Lesalia, reaching as far as Riovanes Castle in the north, the Isle of Mullonde in the south, Fort Ziekden in the west, and Lake Poesas in the east. To Ivalice's north lies the newly unified states of Fovoham, and to its east the Ordallian Empire, whose constant aggressions towards Ivalice culminated in the recent Seven-Year War. Between the two powers are the Ordallian league of vassals, consisting of Zelmonia, Zeltennia, and Limberry: conquered states given a degree of sovereignty by Ordallia in exchange for their absolute loyalty. The nomadic people of Gallione borders Ivalice’s east, and to their north, the pacifistic merchant republic of Romanda. To Ivalice's south is the tropical nation of Lionel, ruled by a council of viera and garif chieftains. And to their east, the sacred island of Midlight’s Deep, home to Mt. Bur-Omisace, seat of the Light of Kiltia.

At the close of the Seven-Year War between Ivalice and its eastern neighbor of Ordallia, the former's benevolent monarch, Queen Ritz, fell seriously ill. Physicians near and far were summoned to her castle at Lesalia, but everyone solemnly knew that it was all for naught. Queen Ritz's illness had been foretold by many Ivalicean seers since even before she took the throne: at the age of 46, the queen would suffer a fatal disease, and her death shall be a harbinger for ancient, terrible evils to once more plague the fair land of Ivalice.

It is a prophecy that has been taken very seriously by the crown. During the queen's rule, much of Ivalice's resources was devoted to better understanding the lores of the land, in hopes of unearthing some piece of knowledge that would help them endure against the arcane threat. Many projects were undertaken to prepare for the approaching danger: some sought to recreate divine weapons, others to create new magic thought to be effective against the arcane. Most of these projects resulted in failure, but a few did succeed: the most resounding of these successes is Project Bel, whose goal was to train warriors that emulated the strength of the Seven Heroes of Ivalicean legend.

The prophecy was soon fulfilled: not a month after contracting her illness, the queen passed away in her sleep. In the wake of her death, Ivalice is thrown into a state of massive disarray. The rightful heirs to the throne—Prince Auber and Princess Gina—are shoved aside to make way for the late queen’s ambitious siblings, and a number of claimants surfacing from the general populace. And so it was that the land of Ivalice, the horrors of war still fresh on its memory, looks slated to engage in warfare once more.

The queen’s passing has also done little to discourage Ivalice’s eternal aggressor, the Empire of Ordallia, which has been known to break treaties of peace in the past. Ordallia may see Ivalice’s chaotic state of affairs as an open invitation to once again wage war upon its lands. Though after the war Ivalice had built strong alliances with the neighboring countries of Fovoham and Lionel, their numbers are far inferior to that of the Empire’s, and coats may yet turn before the war is even begun.

In the midst of all this, Ivalice’s Thirteen Orders must choose a power with which to ally with: keeping in mind the ever-present threat of Ordallia dogging Ivalice’s heels, many have chosen to side with the militaristically-minded Grand Duke Ferre, who had governed Ivalice’s border lands with a steady hand during the queen’s rule. Others yet flock to the banner of Grand Duchess Selu, whose diplomatic triumphs have brought harmonious peace to Ivalice’s once-warring races. The two parties have formally declared themselves sovereign of all Ivalice, forcing Prince Auber and Princess Gina--the twin heirs of Queen Ritz--to prepare for what may be the greatest internal conflict in Ivalicean history.

It is inevitable: the fires of war will rage once more. And beyond the smoke, from the darkest reaches of the land, something wicked this way comes.

a hero emerges


YOU are a graduate of Research Operation Bellanova, better known as Project Bel. You were among the hundreds that volunteered to become a subject of the top-secret project, and one of only seven to survive the brutal experimentation. Your memories of Project Bel are not ones you would rather recall; perhaps you even regret your decision to become a part of the program. Whatever your feelings on the matter are, one thing is for sure: you have walked out of Project Bel exponentially stronger than before. This is in no small part due to the implantation of a magicite that the researchers called the demon factor in your body; supposedly, it was a piece cut out of the legendary magicites left behind by the Seven Heroes.

Following your release from Project Bel, you were inducted into the Order of Kingmarch: an order of the Ivalicean military whose main task is to combat the arcane forces that plague the land. It is an order filled to the brim with talented mages and powerful soldiers, but even among Ivalice's best and brightest, your strength in combat is clearly several cuts above the rest. Within the order, the seven of you are referred to as the demon knights; not out of spite, but rather out of respect for your formidable strength.

The Order of Kingmarch is stationed with two other orders in the Fort Besselat, an Ivalicean frontier that suffers constant aggressions by the neighboring Ordallia. The nearby town of Besselat houses quite a large number of clans, and bills are regularly posted at the local pub. Most members of the Order double as part-time clan members or solo game hunters to counteract the meager soldier's wage; you may also choose to do this, as your overpowering strength would be a welcome addition to any clan. However, being a demon knight means that the military demands more of you than they do regular soldiers: your schedule is much tighter, and you often receive tasks with unforgiving deadlines. Duty must always come first: you must be ready to abandon clans and marks for the military, should the latter call on your strength.

Despite being trained to face the arcane, you have yet to face any since being released from Project Bel, save for the occasional wraith or two. But as news of the queen's prophesied illness reached Besselat, you begin to re-train yourself in fighting the arcane, and refresh your knowledge of relevant Ivalicean lore. You know that your true task, whatever it might be, will soon arrive.

Sign-Up Sheet
Spoiler:
Odd place to put this, but whatever. Please read the rest of the RP post before signing up.

Name:

Age: Characters under the age of 17 are discouraged.

Race: Picking a race that has not yet been picked is encouraged, but definitely not obligatory.

Gender: The gria and viera are exclusively female races, at least in the dimensions of this RP.

Appearance: Two paragraphs minimum. Your attire is primarily dictated by your primary class. Minor modifications are allowed, but don't stray too far from that template. Pictures are an acceptable replacement, a combination of both would be ideal.

Personality: Two paragraphs minimum.

History: Your life prior to Project Bel, and how you came to be part of it. Project Bel was a pretty hush-hush program, so generally speaking you'd have to be pretty important or have important connections to sign up for the program knowing full well what it entails. A bill was posted in Ivalicean pubs about it, though the details concerning it were kept very vague. The palace also sent some scouts, who helped recruit people of potential. Though the project first began some fifteen years ago, people were still being admitted into the program as early as three years ago.

Class(es):

Equipment: Weapon, shield, armor, headgear, accessories, footwear; anything that would change their stats and/or grant them some manner of positive effects (e.g. immune to fire-elemental spells)

Skills: List all your class skills and personal skills.

Roleplay Sample: Either from another RP, or something you cook up on the spot. Just show me that you write well!


the class + skill system


Alright, so this will get a little complicated, but bear with me.

The classes that your character can access hinges primarily on their race. Certain races can only access certain classes; information on which race, exactly, can access which class has been conveniently listed in the Races and Classes section.

Each class comes with a set of skills that henceforth shall be referred to as class skills. They consist of one active skill (meaning that in order to take effect, this skill has to be activated in some manner), one passive skill (meaning that this skill will remain active at all times), and one demon factor skill (an extremely powerful skill that your character gets access to because they possess the demon factor).

Each character may have up to two active classes at a time, comprised of the primary class and the secondary class. Characters may elect to only study a single discipline, in which case they would not possess a secondary class; should they choose to do so, they receive a 30% boost to the effectiveness of all their skills where applicable (keeping in mind, of course, that no actual calculation will be done in the RP—so all numerologies in this vein are purely theoretical (you'll see more of these percentages later)).

A more in-depth explanation on skills and how to configure them under the cut.

Spoiler:
A character’s primary class determines their appearance and, more importantly, their stats. A character with Commander as their primary class and Saint as their secondary class would don the garments of the Commander class and have their stats (solid across the board, as opposed to the Saint's much more defensively-minded spread), but receives full access to the Saint’s repertoire of class skills. Aside from these class skills, you may also create two additional active skills, one additional passive skill, and one demon factor skill that pertains to the primary class of your character. These will be referred to as personal skills, and can be entirely unique to your character.

A character’s secondary class adds an entire skillset to their arsenal, giving them not only the class skills of that class, but also two personal skills pertaining to their secondary classone active, and one passive. A character lacking a secondary class can choose three personal skills that pertain instead to their primary class: one active, one passive, and one demon factor skill.

Keeping in mind that each class comes with three class skills, a character that elects to only study a single discipline will start with a total of ten skills: their three class skills, and seven personal skills. Meanwhile, a character that elects to study two different disciplines will start with a total of twelve skills, comprised of six class skills, and six personal skills.

Now—each skill comes with a rank that determines their power or utility. The highest level is [EX+], which is reserved for demon factor skills, and the lowest is [D]. Take a look at the chart below:


For every skill you have access to, you get five points of value to allocate. This means that if your character has two classes, and therefore nine non-demon factor skills, your character’s entire skillset is worth a value of forty-five (barring, of course, the aforementioned demon factor skills). Now, twenty of these points have already been spent on their class skills, leaving you with twenty-five points to work with in filling out their five character-specific, non-demon factor skills. You can configure this to suit your liking: [A][A][B][C+][C-] is an acceptable configuration, as is [B][B][B][B][B]. Just as long as it adds up to 25.

As you progress through the RP, your character will acquire either new skills (the nature and rank of which will be determined by me) or points of value to spend on creating new skills (refer to the chart above). The quality of skills or amount of points awarded to your character as you progress in the RP hinges mostly on the quality of your posts, though there are also other factors. Physical classes (definition: ones without access to any of the magic branches outlined in Magic: an Explanation and Reference Guide) will acquire new skills faster than their counterparts; same goes for hybrid classes (e.g. Battlemage or Valkyrie), although they learn at a slower pace than purely physical classes. Characters that elect to study only a single discipline will also learn skills at a much quicker pace.

As for the rank of your personal skills, you can use the class skills provided in the Races and Classes section as reference as to in which rank your personal skills should fall. If I feel that your skill is too overpowered for that particular rank, I will let you know and request that you readjust it.

I know this can get very confusing very quickly, so if there’s anything you don’t understand so far, feel free to ask me. I’ll try to explain as best as I can.


races and classes
click on the class icons to view the full-size artwork


This RP features a grand total of seven races of various characteristics, and different areas in which they excel. As such, each race will only have access to a single set of classes, with most of the classes contained within entirely unique to their own race (although some classes are available to multiple races). I'm fairly sure everyone here is familiar with the class concept of RPGs: by being a certain class, your stats change, and you get access to certain skills and magic. It should all be very familiar.

Veterans of the FFTA series will notice that the classes in this RP are very different from those in the games, and that some of their roles have been totally reimagined. Obviously, this was done intentionally! There is but one purpose: so that all classes would possess roughly the same amount of power, allowing you to explore some of the classes that were considered weak in the game. After all, who the hell would play as an Archer when you could be an Assassin, right? But you'll find (or at least, I hope you'll find) that in this RP, the difference in power between the classes is not so extreme.


The most common of the races, HUMES can be found throughout Ivalice. In skill and ability they are perhaps the most balanced race. While they excel in no single area, they perform capably in most any role.


HUME CLASSES
Spoiler:
A master of both the pen and the sword, the COMMANDER is a leader first and foremost. Equipped with a golden tongue and the charisma to move armies, the Commander’s mere presence dramatically increases a squad’s ferocity and strength.
Spoiler:
CLASS SKILLS
active/STEEL RANKS [B-]
Commanders have access to one magic and one magic only: Steel Ranks. This spell allows them to fortify their allies’ defenses, cutting damage dealt to them by half for around thirty seconds. Due to the class’s extremely limited magical abilities, the ability can only be used several times a day, and with large intervals between uses.

passive/CHARISMA [B+]
The Commander’s trademark ability, Charisma increases the attack of allies within a 5-meter radius by 30%. Furthermore, an enemy fighting the Commander in one-on-one combat loses 20% of his attack.

demonfactor/FEARMONGER [EX+]
Fearmonger amplifies the Commander’s charisma and alters his benign aura into one of terror and intimidation. When faced with this ability, enemies with weak morale and loyalty will run with their tail between their legs, while those who dare to face the Commander will suffer a 50% penalty in all parameters. The skill lasts 15 minutes, but can only be used twice a day.

relevant information*
Aside from their charisma and diplomatic abilities, Commanders are pretty standard swordfighters. They possess solid stats across the board (although their physical strength and defense are particularly high), and can hold their own in close combat. They can use any type of edged weaponry (although swords are preferred) and don light or heavy armor. Personal skills are recommended to cater more towards their capabilities in straight-up melee combat, because these skills are absent from their class skillset.

*The bits about personal skills are strictly advisory. This also applies to all other classes.


Able to wield all kinds of swords and to don heavy armors, IRON KNIGHTS are second to none when it comes to the front lines. These all-purpose melee fighters, besides being uncontested when it comes to variety, are also capable of doubling their strength, albeit at a cost.
Spoiler:
CLASS SKILLS
active/BATTLE STANCE [B]
Battle Stance enables its owner to enter a phase in which all physical attributes are increased by a factor of two. Though extremely useful when used in short bursts, long and/or repeated usage imposes a heavy toll on both body and mind. As such, it can only be used for periods of 2 minutes, and may only be used at most 5 times per day, with at least 30 minute intervals in between.

passive/EQUIP ALL [B]
Iron Knights are capable of equipping nearly every type of swords and armors known to mankind. This ability allows the swordsmen to be extremely customizable, with the ability to be a lightly-armored shortsword-wielder or a heavy-duty knight with a giant blade.

demonfactor/ARCHIVE SPACE [EX+]
Archive Space is an alternate universe accessible only by Iron Knights possessing the demon factor. The Archive Space keeps a record of some of the best swords and suits of armors ever made by mankind. There are around 200 entries in the Archive Space, and all Iron Knights possessing the demon factor are free to “withdraw” any one piece of weaponry at a time, provided that they return it to the Space before deactivating their demon factor. Weapons withdrawn from the Archive Space may only be used by the owner of the ability. Equipment withdrawn from the Archive Space must be returned at most 20 minutes after withdrawal, and the skill may only be used twice per day.

relevant information
Iron Knights can be extremely versatile, but for all intents and purposes they are considered to be front-line fighters. Because Iron Knights can literally equip anything that's not strictly magical (e.g. rods and robes are off-limits), their playstyle and function in combat largely depends on how they are customized. Their stats very much resembles the Commander's, but they trade in a bit of their physical defense for agility. Their personal skills are recommended to be focused on their melee fighting techniques, because like the Commander, these skills are absent from their class skillset.


Having earned the holy blessings of the Light of Kiltia, SAINTS hold certain advantages over other swordfighters. Though lacking in offensive presence, these holy warriors are blessed with healing powers and solid defenses, as well as a boon of buff-inducing spells.
Spoiler:
CLASS SKILLS
active/HOLY SHOWERS [A]
A trademark ability of Saints, Holy Showers is a form of Kiltias prayer that sends shining drops of water falling down from the sky. The rain restores a moderate amount of health (40%, +10% if the Saint has access to Mid-tier Holycast, and a further 10% if he has access to High-tier Holycast) for all of the Saint’s allies, while enemies are unaffected. The Light of Kiltia limits the use of Holy Showers to only once per day, though emergency usage with a reason provided would be excused.

passive/BLESSED [C]
As members of the Light of Kiltia, Saints receive certain benefits from having undergone the welcoming rituals of Mt. Bur-Omisace. These benefits vary in form from Saint to Saint—slightly increased strength, more powerful healing, and swifter movements are some examples. In general, this ability does not grant overly powerful perks, though there are exceptions to this rule.

demonfactor/STREAM OF SUNLIGHT [EX+]
The Stream of Sunlight takes its moniker from the Kiltia Prophetess Halia’s legendary holy blade, which enabled her to exterminate an entire kingdom of devils in a single night. As per the original article, the Saint’s imitation blade radiates rays of light and an abundance of heat energy, and is capable of burning through a thick block of metal in a single swoop. The Stream of Sunlight can be used with any sword-type weapons, but it is rather taxing on one's body, and so must be used in moderation.

relevant information
Saints are basically Guardian-Holycaster hybrids, focusing on defense and healing. They can equip heavy armor to increase their durability, as well as swords and spears. Their physical defense is very high, and they can take hits from the magical spectrum very well. Their physical attack and magical power are adequate enough to serve their purpose in combat, but their speed is quite low. They inherently gain access to Low-tier and Mid-tier Holycast, and through skill-based magic may access High-tier Holycast. Their personal skillset should capitalize on their bulk and healing potential, or perhaps boost their meager offenses.


SAMURAIS are honorable swordsmen of the east armed with razor-sharp katanas and unparalleled swordsmanship skills. These warriors have forged a deep connection with the blades they wield, making them something more of a partner than a piece of equipment.
Spoiler:
CLASS SKILLS
active/LIFE TRANSFER [A+]
This ability, stemming from the Samurai’s deep connection with the blade he wields, enables him to channel some of his life energy into his blade, granting him various perks that no other swordsmen could replicate. The most prominent of these perks is his ability to utilize his sword is a seemingly telekinetic manner, moving his armament through the force of his mind, rather than his body. He can also split and reconnect his katana into up to eight smaller pieces. Furthermore, the damages done by this reinforced katana are also increased by a factor of three. The downside, however, is that the Samurai will sustain injuries taken in this state for a very long period of time.

passive/LIGHTNING STRIKE [C-]
An art passed down through generations of Samurais, Lightning Strike is a spiritual technique that alters one’s chi flow, encouraging faster movement and heightened reflexes (+40% agility), but at the price of significantly lowered defensive capabilities (-15% magical and physical defense).

demonfactor/THE ART OF WAR [EX+]
The Art of War is an ancient tome written by the greatest Samurai to have ever walked the earth. When activated, this ability grants the user access to random excerpts of the tome, temporarily granting them extremely powerful, albeit random, boosts to a single or multiple parameters. Aside from the statistic boost, each excerpt also contains a spell normally inaccessible to Samurais (possible: Low-tier and Mid-tier Holycast, Doomcast, Primary Elecast, Secondary Elecast, and Astralcast), as they are a mostly physical class. However, this bonus is a bit unreliable, as these spells vary greatly in power and nature. The ability can only be used at most three times per day.

relevant information
Samurai is a very offensively minded class: they are physically powerful and very agile, but their defenses leave much to be desired. To make matters worse, they cannot equip armor, heavy or otherwise, and must instead equip light clothing (e.g. the samurai robes on their artwork). As for weaponry, they can only wield katanas. Their personal skills should capitalize on their strong offenses; katana techniques and the like are recommended.


As warriors of the bow, MARKSMEN make use of their wit and stealth to get themselves into an advantageous position from where they could pick off their enemies from afar. They are also capable of crafting effective traps, making them some of the best support units.
Spoiler:
CLASS SKILLS
active/TRAPPING [B]
Marksmen are capable of setting up traps around the battlefield, from poison to nets to pitfalls. Due to their expertise in camouflage, these traps are hidden very well and are nearly undetectable to the untrained eye. Although technically all classes can set up traps, Marksmen are far more adept at the art, building more effective traps in shorter amounts of time.

passive/SURVIVAL INSTINCT [B]
Marksmen, being especially weak in close combat, have an instinct in finding a safe place from which to shoot their arrows. They are trained in the arts of camouflage and are able to locate advantageous positions with little difficulty. Especially useful in the forest, where finding a Marksman is like finding a needle in a haystack.

demonfactor/TOTAL CAMOUFLAGE [EX+]
Total Camouflage is one of the few defensive demon factor skills in existence. It completely masks the presence of its user from any conceivable senses, be it human or otherwise, allowing them to unleash attacks or reposition themselves without any risks of being attacked themselves. It is especially valuable to Marksmen, who are rather frail and need to be positioned advantageously to maximize their usefulness. This state lasts a rather short amount of time, and depletes faster if the user attacks an enemy. It can only be used three times per day.

relevant information
Marksman is very much a utility class capable of doing a lot of miscellaneous things that can help turn the tide of battle: they can set up traps and imbue their arrows with poisonous ingredients, thus inflicting debuffs on the opposition. Their stats are quite low across the board, but they possess extremely high agility, rivaling even the likes of the Rogue and the Duelist. They cannot wear armor, heavy or otherwise, and can only equip regular bows or crossbows (not greatbows or longbows). They may carry only up to five traps on their person at any given time. Their personal skill should focus on boosting their meager offenses, or tricks to allow them to escape situations where they would be forced to engage in close combat. Marksmen can also specialize in poisons and other debuffs, should they choose to allocate a skill slot to that effect.


BOWMASTERS are proud warriors trained in the ways of the greatbow, which are known to deal significantly more damage than the normal bow wielded by the Marksman. These sharpshooters are built to kill, unleashing volleys of arrows at an extremely high speed.
Spoiler:
CLASS SKILLS
active/THUNDERBIRD [B]
Thunderbird is a moniker granted to the Bowmaster’s special arrows, crafted of aged oak wood, silvril, mysidian alloy, and the feathers of a Black Chocobo. Extremely precise and powerful (+50% physical damage and accuracy than normal when used), Thunderbirds are considered a treasure amongst bow-wielders; however, since the technique of its creation is so difficult (not to mention closely-guarded), it is seldom seen outside the possession of Bowmasters. Thunderbirds are extremely expensive and difficult to make, so even among Bowmasters, it is used very sparingly: at most fifteen bolts a day.

passive/RAINING ARROWS [B]
When it comes to pure proficiency with ranged weapons, the Bowmaster easily outpaces his long-ranged brethren. They are able to shoot three arrows, each with a different target, with a single draw of the bowstring, while still maintaining decent accuracy at all three of their targets. They are also nimble-handed, able to reload their bow with arrows almost instantly, resulting in extremely high firepower.

demonfactor/THE GOLDEN ARCHER [EX+]
The Golden Archer is a mysterious historical figure, said to be the liberator of West Anarika, and idolized by bow-wielders everywhere. While taking up the mantle of this fabled hero, Bowmasters get a 25% boost to all their parameters for a moderate amount of time, and their ranged attacks cannot miss. Because the time limit of this technique is rather lenient (at most fifteen minutes), it is one of the more reliable demon factor skills; however, it cannot be used more than twice per day.

relevant information
Bowmasters can only equip light clothing as their armor, but can utilize any type of bow as their weapon. They are more powerful and durable than Marksmen: they possess high attack power, and adequate speed and defenses, but lack the Marksman's miscellaneous tricks, instead functioning as a straight-up ranged unit. It is recommended to focus their personal skills to further boost their offenses, to better strike an enemy down before they can retaliate.


Stealing purses of gold, armaments, and lives are all in a day’s work for ROGUES. Armed with lightning-quick reflexes, nimble fingers and unparalleled skill with a knife, Rogues are equally skilled in combat as they are in stealing.
Spoiler:
CLASS SKILLS
active/GOLDFINGER [B]
Due to the nature of their trade, Rogues are well-versed in the art of lockpicking. Given time, no locks, be they on doors, chests, or anything else, are too tough for these masters to crack.

passive/FADE [B]
Rogues are masters of subtlety and secrecy, and employ a variety of techniques that make them notoriously difficult to detect and attack in the thick of battle. These techniques are collectively known as Fade, and grants a large evasive bonus (25%) to the Rogue, even more so if allies are present nearby (40%).

demonfactor/HALLWRECKER [EX+]
This ability doubles the Rogue’s agility and aids in concealing their presence, enabling them to sneak past enemy ranks with ease. Given the many tools at the Rogue’s disposal, this could wreak havoc in enemy lines, with knives suddenly planted in doublets, and friend being turned against friend. The effectiveness of this technique depends largely on the Rogue’s wit and individual capabilities, but when used correctly, it is truly a force to be reckoned with. Hallwrecker can be used up to three times a day, with at least one-hour intervals between uses.

relevant information
The Rogue is among the fastest of all classes, and their physical strength is quite respectable, but their true strength lies in the miscellaneous tricks up their sleeve. Aside from the regular pickpocketing and cons, they are also extremely cunning, able to manipulate the opponent's psychology, turning them against each other: this is especially effective in the thick of battle. They can equip knives or bows, but can only equip light clothing as armor. Their personal skills should focus on actual thievery (y'know, abilities that would help them pick others' pockets/con others), or perhaps boost their evasive capabilities and agility.


SHINOBIS are powerful foreign warriors, a nightmare to face in the dark and only slightly less dangerous in broad daylight. What they lack in defense they make up in high strength and speed, as well as the ability to utilize strange items unusable by other classes.
Spoiler:
CLASS SKILLS
passive/EASTERN ARSENAL [A-]
With their arts stemming from eastern roots, Shinobis are capable of wielding a wide range of foreign weaponry unusable by any other classes. From throwing stars to kunais to mystical scrolls, the sheer variety of the tools at the Shinobi’s disposal makes him extremely unpredictable, especially to foes unfamiliar with their tactics.

active/SOUND OF SILENCE [C+]
This technique completely masks the Shinobi’s presence from the enemy’s ears, making them extremely hard to detect, especially in darkness. This effect can last up to ten minutes at a time, and, unlike many other abilities, may be used multiple times (3-6, depending on the Shinobi's skill) per day.

demonfactor/GENJUTSU [EX+]
A forbidden art silently passed down through generations of Shinobis, Genjutsu is a technique that alters the victim’s perception of reality, making him see events that are not truly transpiring, and feel pain that is not really there. Genjutsu is an extremely fickle technique, hard to control, with a large margin for backfiring. However, when used properly and with a bit of luck, it can inflict massive psychological pain to the target, and drive them to the brink of insanity.

relevant information
Similar to the Samurai, the Shinobi focuses mostly on offense, possessing high agility and physical strength. While they are less powerful and sturdy than the aforementioned class, they are faster, and functions less as a straight-up melee unit. They can use eastern techniques that somewhat resemble magic in preparation, execution, and effect, and has access to moderately powerful ranged attacks through Eastern Arsenal. Equipment-wise, the Shinobi's options are pretty much identical to the Samurai's light clothing (non-magical, no armor) and katanas. They do, however, have the Eastern Arsenal skill, so they can use kunais and shurikens and other small, distinctly eastern weapons that can't be considered fully-fledged weapons. Their personal skills should focus on further concealing their presence or boost their offensive capabilities (katana techniques are recommended).


DOOMCASTERS forge alliances with forces from beyond this world, accessing a power seldom understood outside their circles. Although their magic is of a single element--Dark--the exclusive nature of their skills make them unpredictable adversaries on the field of battle.
Spoiler:
CLASS SKILLS
active/SPIROMANCY [A-]
A specialization of Doomcasters that is considered experimental at best, Spiromancy is an art that tugs at the veil separating the world of the living and that of the dead, creating holes just big enough for spirits to pass through. These spirits are rather unpredictable in nature, and may harbor malevolence towards even the caster, but should the Doomcaster successfully place the spirit under their control, the strength of their magic could increase by up to a factor of three. Advanced forms of Spiromancy may place spirits into catalysts in the form of various inanimate objects, giving them liberty to act as they please, but the risks involved drive most to forsake this option in favor to its safer, more controllable version.

passive/HAND OF HADES [C+]
The Hand of Hades is an artificial limb constructed of dark energies drawn by Doomcasters from another dimension. The Hand protrudes from a portable portal and may assist the Doomcaster in performing their magic. However, as the Hand extends only to the wrist and has no physical dexterity, it cannot ostensibly be used for combat in the traditional sense. However, the Hand's presence increases the power of the Doomcaster's dark-elemental spells by 20%.

demonfactor/FORCED OBEDIENCE [EX+]
A solution to Spiromancy’s most fatal shortcoming, Forced Obedience completely usurps the liberty of summoned spirits, placing their consciousness under the command of the Doomcaster through the sheer force of their dark magic. As such, spirits placed into catalysts unquestioningly heeds the command of the Doomcaster, turning them into effective, fearless killing machines.

relevant information
Doomcasters are bread and butter spellcasters--they can equip staves and rods, which boosts their magical power, and robes, which boosts their resistance (aka magical defense). Doomcasters get inherent access to Low-tier, Mid-tier, and High-tier Doomcast, and through skill-based magic may access Top-tier Doomcast. Additionally, they have inherent access to Low-tier Primary Elecast, and through skill-based magic may access Mid-tier Primary Elecast and Low-tier Secondary Elecast. Doomcasters' personal skills should focus on their offense, perhaps broadening their repertoire beyond just dark magic.


Though frail and offensively incompetent, the HOLYCASTER fulfills an integral role in combat. Not only do they excel in closing wounds and reviving the fallen, but they also have access to a wide range of buffs designed to increase their teammates’ survivability.
Spoiler:
CLASS SKILLS
active/SALVATION [B+]
Among the most powerful of Kiltias prayers, Salvation completely restores the health of the Holycaster and removes any status abnormalities. Furthermore, it bolsters the Holycaster’s defense by 30% for a period of ten minutes, dramatically increasing their survivability.

passive/ETERNAL REST [B-]
As members of the Light of Kiltia, Holycasters are trained in dealing with the undead and putting their spirits to rest. As a result, their healing spells instead deal damage when targeted at the undead, and the spirits of those felled by Holycasters are exorcised completely, rendering them unable to come back from the dead.

demonfactor/RESTORATION [EX+]
The crowning jewel of any Holycaster’s spell repertoire, Restoration is a skill that, as the name implies, restores a large amount of health (the same amount a Curaga would heal) to allies within a ten-meter radius. The targets are also granted a number of random buffs, which could further turn the tides of battle. Restoration can only be used at most three times per day, and with at least one-hour intervals in between.

relevant information
The Holycaster is a class almost entirely devoted to healing. They can equip rods and staves as weapons (boosting magical strength) and robes as armor (boosting resistance). Their physical stats are abysmally low, but they possess very high magical power, and takes damage from the magical spectrum very well. Holycasters have inherent access to Low-tier, Mid-tier, and High-tier Holycast, and through skill-based magic may access Top-tier Holycast. They can also use the offensive spells Holy and Holyra through skill-based magic (for skill rank information see Secondary Elecast). Their personal skills should focus on their durability, or unlocking Holy and Holyra so that they aren't completely helpless in combat.


JACK KNIGHTS are balanced warriors; capable of swordplay and sorcery, they are extremely versatile and can fulfill any role assigned to them. However, they lack mastery in any of these fields, making them less powerful than their more specialized brethren.
Spoiler:
CLASS SKILLS
active/MULTITASKING [B+]
Due to the demands of their disciplines, Jack Knights have to be capable of casting spells while swinging a sword. Through extensive training, these warriors have hardened their focus enough to alternate seamlessly between physical and magical attacks. Such concentration does, however, tire one out rather quickly, and so Multitasking must be used in moderation. While active, Jack Knights can concentrate on the mental preparations of spellcasting even while fighting enemies with sword in hand. As such, their attacks land in rapid succession, which may overwhelm the foe, giving them no chance to retaliate.

passive/SURE-FOOTED [B-]
As masters of adaptation, Jack Knights can fight unhindered in any terrain and weather conditions. They are capable of swimming, enduring desert heat, finding their footing on icy ground, and anything else you can name. As such, Jack Knights can fight to their maximum potential even in unfavorable circumstances.

demonfactor/PRIMAL BOOST [EX+]
Primal Boost is a technique that forces both body and mind to work at their maximum capacity, heightening the physical and magical capabilities of its user. When activated, this ability boosts all of the Jack Knight’s parameters by 50%, and bestows upon them the buffs Protect and Shell, further increasing durability. Primal Boost is unexpectedly lenient on the body: it lasts ten minutes, and can be used up to four times a day, with at least twenty-minute intervals inbetween uses.

relevant information
The flavor text should describe the Jack Knight sufficiently well: it is very much a hybrid class, competent both physically and magically, but excelling in neither field. They can equip any sword-like weapons (though they have a preference for Arabian-style sabers), and don light armor. They can inherently access Low-tier and Mid-tier Primary Elecast, and can access High-tier Primary Elecast through skill-based magic. They also have inherent access to Low-Tier Holycast, and may access Mid-tier and High-tier Holycast, as well as low-tier Astralcast, through skill-based magic. Their personal skills should either expand their magical repertoire or specialize them in a particular branch of magic.


ROYAL MAGES are the product of a famously harsh training program conducted by the palace, with the goal of producing mages of the highest order. They sport an extensive repertoire of spells that, coupled with their high magical power, make them deadly opponents.
Spoiler:
CLASS SKILLS
active/SPECIALIZATION [B+]
Although they are capable of performing many different kinds of magic, most Royal Mages exercise a focus on one of these disciplines. When using magic from the repertoire of their selected discipline, Royal Mages receive a 30% boost to the effectiveness of their spells.

passive/MAGICAL KNOWLEDGE [B-]
Being a practitioner of many different kinds of magic, Royal Mages can be counted on to recognize the workings of their opponent’s magic and how to best combat them. As such, Royal Mages and allies within a one-meter radius receive a 15% boost in resistance towards magical attacks.

demonfactor/METEOR [EX+]
Recognized far and wide as one of the most powerful spells in existence, Meteor is a spell that has been forbidden in many lands due to its sheer destructive power. In the right hands, the aftermath of this brutal magic may leave entire battalions in tatters, and the ground on which they stand a smoldering wreck of scorched earth and ashes.

relevant information
Just the Royal Mage's inherent spell repertoire is already pretty impressive, but through skill-based magic they can potentially become the class with the single most extensive spell portfolio in the RP. They are, however, well-spread in multiple branches of magic, and thus suffer the same issue as the Jack Knight: they cannot truly excel in any of these branches, thus granting them no access to Top-tier spells. They can equip tomes, rods, and staves as their weapons (all boosting magical power), and robes as their armor (boosting resistance). They can inherently access Low-tier and Mid-tier Secondary Elecast, Low-tier Primary Elecast, and Low-tier Holycast. Through skill-based magic, they can access High-tier Secondary Elecast, Mid-tier and High-tier Primary Elecast, Mid-tier Holycast, Low-tier and Mid-tier Astralcast, and Low-tier Summoncraft. As is the case with the Jack Knight, Royal Mages' personal skills should broaden their magical repertoire or help them in specializing in a select element or branch of magic.


TAMERS possess the rare ability to communicate with feral beasts and befriend them. Though they themselves are at best mediocre at combat, the creatures under their command will fight to the best of their abilities to protect their Tamers from harm.
Spoiler:
CLASS SKILLS
active/UNITY [B+]
A technique passed down through generations of Tamers, Unity combines the consciousness of the Tamer and their beast, allowing them to act together in perfect coordination. Unity may only be performed by Tamers who have forged a particularly strong bond with their partner beasts—otherwise, the beast might view the presence of the Tamer in its consciousness as an attack, thus overthrowing the Tamer’s control and retaliating against them.

passive/WHIPLASH [B-]
Although at a disadvantage when pitted against other melee fighters, the Tamer’s expertise in dealing with beasts and monsters makes them the ideal choice when these threats present themselves. As such, when equipped with a whip and fighting against beasts, the Tamer’s offensive firepower is increased by a factor of three.

demonfactor/FALGABIRD [EX+]
Falgabird is a technique that utilizes the body and soul of the Tamer’s partner monster as a catalyst to summon one of the Four Fiends of Chaos that once wreaked havoc upon the land. These fiends are powerful beings that will heed the commands of the Tamer, but their presence drains the energies of both Tamer and partner beast, and thus can only be sustained for up to fifteen minutes. The aftermath of Falgabird will leave the Tamer and their partner beast in a state of exhaustion, rendering them vulnerable for a long period of time.

relevant information
Tamers possess mediocre stats across the board, so it might not be a good idea to have it as a character's primary class. The beasts they may befriend, however, can be extremely powerful to start with (although they can't improve quite as rapidly as the seven races, so they may lose their luster as enemies become more powerful). They may befriend up to two beasts at any given time, and may only take one of them into battle at a time. They can switch between beasts mid-battle should they choose to do so. They can equip whips (which helps in taming more feral beasts e.g. marlboro or coeurl), or staves (which helps in taming more sapient beasts e.g. sprite or tonberry). Their personal skills should boost their relationship with their partner beast in some manner, or perhaps enhance their own offensive capabilities.



Tough scales cover this reptilian race head to toe. The BANGAA's violent tempers, powerful physique, and love of the battle make them at home on the front lines. They are perhaps the most physically capable of the seven races, rivaled in this aspect only by the Seeq.

BANGAA CLASSES
Spoiler:
What the CHAMPION lacks in finesse, they make up for in brute force and sheer power. Although quite slow, these brutal warriors can swing their weighty blades with little to no effort. As the bangaa saying goes—when a Champion joins the fray, the rest is history.
Spoiler:
CLASS SKILLS
active/MUG [B-]
Mug is a technique that targets both the opponent's body and their wallet, inflicting damage and stealing their Gil in the process. However, the divide in concentration penalizes the damage done by the attack; considering the Champion's destructive power, though, this is normally not a big issue.

passive/MONKEY GRIP [B+]
Due to the sheer amount of strength that they possess, Champions can wield two-handed weapons with just one hand, leaving their other hand free to equip a shield or even another weapon. However, dual-wielding two-handed weapons are taxing even on the Champion's burlesque physique, and will result in lower attack speed. Most Champions instead opt to go for the sword-and-shield combination.

demonfactor/HERCULEAN STRENGTH [EX+]
Herculean Strength forces the user's muscles to work at their maximum capacity, boosting the Champion's already powerful offenses to devastating levels. While this skill is active, the Champion receives a 100% boost to all damage dealt, and a 20% boost in agility. Because Herculean Strength is taxing on the user's body, it can only be used once a day, at most for a period of 20 minutes.

relevant information
Champions are front-line warriors geared mostly towards offense. They can take hits pretty well, but their true strength lies in their sheer destructive power and, perhaps, the intimidating size of their weaponry. They can equip swords and axes the size of their own body--swords resembling Cloud's Buster Sword, for example, is a popular choice among Champions. They can equip light armor and light clothing. Their personal skills should focus on boosting their mediocre agility, or perhaps boost their offenses further if you feel like that's necessary.


In a contest of durability, few can ever keep up with the GUARDIAN. Boasting impenetrable defenses and a set of skills designed to slowly wear down and damage all who opposes them, Guardians can take on the brunt of the enemy’s attacks with little trouble.
Spoiler:
CLASS SKILLS
active/MELTDOWN [B]
This skill capitalizes on the Guardian's tendency to attract heavy hitters: when activated, Meltdown deals moderate damage to enemies in a one-meter radius, and lowers their Attack by 30% for a duration of 10 minutes. Meltdown is a skill that consumes quite a bit of MP, which the Guardian unfortunately doesn't have much of, so it should be used sparingly.

passive/LAST RESORT [B]
When the Guardian is critically wounded (below 10% of max HP), magical enchantments casted on their armor automatically active to grant them Protect, Shell, and Haste, increasing their survivability. This allows the Guardian to either survive another onslaught of attacks or to escape and seek help in tending to their wounds.

demonfactor/TOTAL DEFENSE [EX+]
When activated, Total Defense bolsters the Guardian's defense to such a level that most physical attacks would not even scratch his hard scales. It is, however, less effective against magical attacks, which can still deal a decent amount of damage. Total Defense can last up to thirty minutes, dramatically increasing the Guardian's survivability and making him next to impossible to take down in that period of time.

relevant information
Guardians possess the single strongest Defense stat of any class, making them an extremely effective physical wall. They are also reasonably resistant against magical attacks, but extremely lacking in offensive presence. They can equip any type of sword and spears, and can wear light or heavy armor (heavy armor is vastly preferred). Their personal skills should deal with their weaker magical defense, or boost their offensive capabilities.


Singularly focused on decimating their opposition, REAVERS forsake their defenses and attack their opponents with reckless abandon. These draconic warriors are agile and deal severe damage to their opposition, but extremely lacking in defense.
Spoiler:
CLASS SKILLS
passive/DRACONIC BLOOD [A-]
Part of the process of becoming a full-fledged Reaver involves the process of drinking dragon blood. Dragon blood has a plethora of positive effects on the body: they encourage faster movement, boosts offensive strength, and bolsters both physical and magical defenses. However, they do have a number of side-effects, most of which are psychological: Reavers may become more irritable and easily enraged, rendering them more vulnerable than other classes to the Berserk debuff (causing them to go on a rampage, increasing attack power, but dramatically decreasing their defenses).

active/RAMPAGE [C+]
Although mostly considered a debuff due to its large penalty on one's defenses, Berserk does boost the victim's attack, and thus may even be advantageous in select situations. By using this technique, Reavers can elect to inflict Berserk upon themselves, making their attacks truly devastating.

demonfactor/INVULNERABILITY [EX+]
A technique made possible by the draconic blood flowing in Reavers' veins, Invulnerability makes the Reaver completely impervious to damage, both physical and magical, for a period of thirty seconds. Because of its reliance on draconic blood, which is in limited supply within the Reaver's body, Invulnerability can only be used twice or three times per day, and with an interval of at least an hour in-between. Drinking more dragon blood can boost this number to up to five times per day.

relevant information
Reavers exclusively use spears as their weapons, and can equip light clothing or light armor. Although the Reavers themselves are purely a physical class, the draconic blood flowing through their veins do have magical properties. Their class skills should focus on harnessing it to bolster their defenses and heal their wounds, or increase their survivability in some other manner. Spear techniques are recommended, as well. Jump, anyone?


Bangaa who have shown an affinity for combat since a very young age are scouted by the palace and placed into a program to produce ROYAL KNIGHTS. These seasoned veterans are disciplined fighters equally skilled in offense as they are in defense.
Spoiler:
CLASS SKILLS
active/TELEPORTATION [A-]
Because they are trained in Astralcast, Royal Knights can perform simple spatial warps to teleport them to another location within a three-meter radius. This skill consumes a rather small amount of MP, but requires four to five seconds of charge time, and cannot be used in rapid succession (intervals of ten to fifteen minutes should suffice).

passive/CHIVALRY [C+]
Being the product of a crown-sponsored program, Royal Knights are educated in the ways of chivalry and self-sacrifice. They will, by instinct, rush to the aid of an ally nearing incapacitation, and help them in any way possible.

demonfactor/DIVIDE ET IMPERA [EX+]
Using an advanced form of Astralcast, the Royal Knight can cast multiple teleportation spells on a group of enemies, scattering them in different directions in a five-meter radius. While technically this technique deals no damage, it can disrupt the enemy's chain of command, cause disorientation, and allows the Royal Knight's allies to gang up on each individual enemy, making them easier to defeat.

relevant information
Royal Knight is an extremely balanced class, able to dish out damage as well as take them. They can also use Low-tier Astralcast inherently, and may access Mid-tier and High-tier Astralcast through skill-based magic, making them excellent support units as well. They can equip swords and spears as their weapons, and don light or heavy armor (heavy armor is generally preferred). Their character-specific-skills should specialize them in a particular direction, either increasing their offense, defense, or expanding their magical repertoire.


Temples scattered throughout Ivalicean deserts train their disciples' body and mind night and day, in hopes that they might one day take up the mantle of the SOLAR MONK. These agile warriors fight equipped with poles, and can deal crushing damage barehanded.
Spoiler:
CLASS SKILLS
active/BLAZE OF GLORY [B+]
While fighting under the sun, the chi flowing within the Solar Monk's body increases, and in turn so, too, do their offensive capabilities. Solar Monks exposed to sunlight may opt to harness the chi flowing through their body to increase their strength and encourage faster reflexes. As a result, while active, Blaze of Glory provides a 25% boost to both their attack power and their agility. Unlike many other abilities, Blaze of Glory does not impose a heavy toll on the user's body, and thus may be used for long periods of time, as long as the Solar Monk remains exposed to sunlight.

passive/BAREHANDED [B-]
Though commonly seen wielding a pole or knuckle, Solar Monks can deal copious amounts of damage without any weaponries. While the damage they deal barehanded doesn't quite match up to what they would do when equipped with weapons, fighting barehanded allows them far superior freedom of movement and better chi control, thereby increasing their speed by 30%.

demonfactor/PRIME [EX+]
Prime is a sacred art closely guarded by the most expert of Solar Monks that allows one to tap into the deepest, most powerful reserves of their chi. This chi will then be distributed in equal measure throughout the Solar Monk's body, increasing all their parameters by 30%. Furthermore, Prime also dramatically boosts the Solar Monk's self-recovery rate, closing their wounds at remarkable speed, thus further boosting the Solar Monk's longevity. However, Prime consumes quite a large amount of chi while active, and so should be used sparingly.

relevant information
Solar Monk is a class that doesn't rely much on equipment; they can equip poles and knuckles, which would boost their offensive firepower, but fighting barehanded gives them agility boosts and allows for better chi flow control. They can equip light clothing (non-magical, no armor). Because they don't have much to write home about by way of defense, their personal skills should be ones that increase their longevity in some manner, perhaps by manipulating their chi to increase their rate of recovery. Offensive techniques, especially for Solar Monks who opts to fight equipped with poles or knuckles, are also recommended.


In order to become a LUNAR MONK, one must spend many days in isolation, meditating to better understand the mystical forces that guide this world. Aside from being able to control the flow of energy around them, Lunar Monks are also extremely capable melee fighters.
Spoiler:
CLASS SKILLS
active/CONCEAL [B]
Lunar Monks are extremely dangerous opponents to fight in the dark, as they can use their chi to conceal their presence from the opponents' sense of smell and hearing. This allows them to sneak up on their opponents and launch a barrage of attacks on their unsuspecting victims. Even in broad daylight, Conceal can be disconcerting to fight against, because the absence of the telltale whoosh and the resounding BAM that usually follows can be jarring to those foreign to the Lunar Monk's techniques.

passive/CHAKRA [B]
Chakra makes use of the chi flowing through the Lunar Monk's body to dramatically increase their natural recovery rate: wounds that would normally have to be tended by a Holycaster can close themselves in a matter of minutes. As such, the Lunar Monk can shrug off the opponent's brutal attacks with ease and retaliate with some of their own.

demonfactor/CHI BLAST [EX+]
Some Lunar Monks are so experienced in controlling their chi that they can concentrate it into a blast of pure energy shooting out of their palms (ala kamehameha). The sheer amount of concentration involved in getting the chi to exit the body and focus it into a concentrated beam of energy makes the skill's charge time quite lengthy (up to ten seconds), but once unleashed, its devastating power exceeds even that of the Meteor spell (although its area of effect is much smaller).

relevant information
Just like the Solar Monk, the Lunar Monk doesn't rely much on equipment. They can fight pretty well barehanded, but nowhere near as well as the Solar Monk, and can't equip poles. Therefore, most Lunar Monks opt instead to equip knuckles. They are more geared towards defense than the Solar Monk, possessing the Chakra skill that allows them to recuperate their health at an alarmingly fast rate, and can evade very well in close combat. Their class skills should focus on bolstering their defenses even further, or give them access to techniques that would assist them in ranged combat (stuff like Air Render and Earth Render are recommended).


BATTLEMAGES possess a rare affinity towards both physical and magical offenses, seamlessly alternating between the two. The most seasoned of these warriors can even combine swordplay and sorcery, overwhelming their foes with blades crafted of magical energy.
Spoiler:
CLASS SKILLS
active/MAGIC BLADES [A-]
Seasoned Battlemages are capable of shaping their magical energy into blades, with which they can engage in combat. The shape and properties of these blades depends largely on the type of magic used: shaping Fire magic into a magic blade would create fire-elemental swords, and so on. These blades can gripped and swung much like one would use a conventional sword, or can be left levitating in midair and be commanded to autonomously attack through the Battlemage's magic power. Battlemages can control up to six magic blades in this manner at a time (except while Bladestorm is active, in which case the limit is essentially lifted), significantly increasing their offensive presence.

passive/AURAL REINFORCEMENT [C+]
The mere presence of a Battlemage can affect allies' weapons in a positive manner: the aura emitted by their magical blades also imbues allies' weapons with magical energy, increasing their damage output by 15%. This affects the weapons of all allies within a two-meter radius of the Battlemage.

demonfactor/BLADESTORM [EX+]
Bladestorm is a technique that taps into the Battlemage's deepest magical reserves so that they might create blades in tremendous numbers (50-100). These blades are then rained down upon the opposition (ala Gate of Babylon), dealing massive amounts of damage, especially when fighting against many opponents. Due to the sheer amount of magical energy required to use this technique, it can only be used once per day.

relevant information
Battlemages are very much all-purpose tanks: they have great physical and magical offense stats, and can take quite a few hits from both the physical and magical spectrums. They are, however, quite slow, and have limited equipment options. They can only equip sword-like weapons, but prefer to instead use their magic blades anyway. They can equip light clothing and light armor. They have inherent access to Low-tier Primary Elecast and Low-tier Secondary Elecast, and may access their Mid-tier and High-tier versions through skill-based magic. Obviously, in order to form a magic blade from a certain spell, they must first add that spell to their repertoire (e.g. they can't make Holyga blades without having the Holyga skill. Think FFV Mystic Knights!). Their personal skills should focus on expanding their repertoire of spells and perhaps boost their meager agility, as well.


DEVOUTS, like Holycasters, draw upon the sacred powers of the Light of Kiltia, but instead channels them to inflict damage in battle. They specialize in offensive holy magic, and thus stand as the bane of those who dabble in dark magic and necromancy.
Spoiler:
CLASS SKILLS
active/HEALING HAND [C+]
Although Devouts are almost exclusively an offensive class, they do have some form of healing magic: the hand protruding out from under their hats actually has curative properties. When activated, the hand will restore a moderate amount of HP to the Devout.

passive/RIGHTEOUS FORCE [A-]
Devouts are blessed warriors of the Light of Kiltia, and thus receive their blessings when they strike into combat. The most evident of Kiltia’s blessings increase the power of the Devout's holy-elemental spells by 40%, and enhances their effectiveness against undead forces by 100%.

demonfactor/CALL AVATAR [EX+]
Call Avatar is a skill normally reserved for the highest-ranking members of the Light of Kiltia. When activated, the skill randomly summons forth one of the nine Holy Avatars of the Light of Kiltia pantheon (see: Evocation). Although the Avatar called is on paper random, the technique has a conspicuous tendency to summon what Avatar would best suit the caster's current needs. Call Avatar places only half the toll on the caster's magical reserves compared to a normal summon by the Pilgrim, and may be used up to 10 times a day.

relevant information
Devouts are pretty standard offensive spellcasters: they can equip rods and staves, both of which would boost their magical power, and equip robes, which would boost their resistance. They are specialists in Secondary Elecast, and can inherently access its Low-tier, Mid-tier, and High-tier spells. Through skill-based magic, they can access Top-tier Secondary Elecast, as well as Low-tier and Mid-tier Primary Elecast. Their personal skills should focus on their offenses, or expand their magical repertoire.


The ENGINEER’s hand-cannons are dangerous enough on their own, capable of dealing heavy damage from afar; when combined with the many chemist’s tricks at the Engineer’s disposal, they turn into an absolute nightmare to face, especially in open battlefields.
Spoiler:
CLASS SKILLS
active/ROOK CRACKER [B]
Rook Cracker is a technique that involves the infusion of certain acidic chemicals into the Engineer's hand-cannon; if the shot connects, the acid will begin corroding the target's armor, dramatically reducing their defense. Especially useful against classes that usually don heavy armor, such as the Saint or the Guardian.

passive/IMPERVIOUS [B]
Due to their expertise in dealing with various chemicals, Engineers can recognize poisons, berserk powder, and other dangerous substances, and know best how to combat it. As such, they gain a 75% chance of being unaffected by physical status ailments (e.g. Blind, Poison), and a 50% chance of being unaffected by mental status ailments (e.g. Charm, Addle).

demonfactor/ETHER SHELL [EX+]
Although it is perhaps one of the least flashy demon factor skills in existence, it is definitely among the most useful: Ether Shell restores a large sum to the magical reserves (MP) of the target. This means that the target can launch another onslaught of magical attacks, and all it costs is a hand-cannon, some cheap chemicals, and a bottle of Ether. Especially useful when fighting a battle of attrition.

relevant information
The Engineer is one of only two classes to have access to the hand-cannon, one of Ivalice's most recent technological breakthroughs and the most powerful ranged weapon in existence. They equip it exclusively, and as armor can only equip light clothing. Most of their attacks involve the usage of some sort of chemical, making the class quite costly to maintain, but most would argue that the ability to deal such heavy damage from a distance is worth it. Their personal skills should capitalize on the hand-cannon, allowing the Engineer to access a variety of offensive and supportive techniques that can be used from a distance.


A mage’s worst nightmare, the SILENCER specializes in damaging their opponents’ magical reserves, rendering them unable to perform magic. Although next to defenseless in melee combat, they are capable of using bombs and poisons, making them strong ranged fighters.
Spoiler:
CLASS SKILLS
active/MAGICBREAK [C+]
The Silencer's signature ability, Magicbreak damages the magical reserves (MP) of the target, and decreases the effectiveness of all magic they perform within the next ten minutes by 15%.

passive/DAMAGE>MP [A-]
While the Silencer specializes in damaging their opponent's magical reserves, they don't have much use for their own. And so, using a technique that draws on the power of their garments, all damage taken by the Silencer instead damages their magical reserves: they will only start taking physical damage once their magical reserve is completely empty.

demonfactor/SILENT NIGHT [EX+]
Silent Night is a technique that transforms the Silencer into a living, breathing magic seal, rendering all magic performed within a five-meter radius of their person completely powerless, and weakening all magic performed within a twenty-meter radius by 50%. This technique relies on the power of the Silencer's garments, which is not unlimited; the Silencer can only remain in this state for at most 15 minutes at a time. This technique can be used up to three times per day, provided intervals of at least two hours are present in-between.

relevant information
The Silencer's power comes directly from their armor, a special type of light clothing called silencer garments, which can only be equipped by Silencers. Should this armor be destroyed, the Silencer loses his ability to become a magebane, and is forced instead to rely on his capabilities as a moderately powerful ranged unit. Silencers equip cards as their weapons of choice, which are thrown in a similar fashion to boomerangs, and deals cutting damage from a distance. It is debatably the weakest of the ranged weapons, perhaps rivaled only by the regular bow. They can imbue the cards they throw with ailments: poisons, berserk powder, sleep powder, the works, or imbue it instead with explosive powder to boost their firepower. Their class skills should focus on their mage-destroying potential, or perhaps give them some card techniques to boost their mediocre offenses.



Canine features and long, droopy ears set this race apart. Even-tempered and thoughtful, NU MOU possess the capacity for great intellect. Like moogles, they shun water and avoid it to all cost. Though ill-suited for the front lines of battle, they make incomparable mages and weavers of magick.

NU MOU CLASSES
Spoiler:
Despite appearances, BEATERS are physical juggernauts. Although their hunched physique hinders movement, the upper half of their body is extremely agile, and their weapon of choice, the whip, allows them to reach enemies near and far.
Spoiler:
CLASS SKILLS
active/MILKY WAY [B+]
A powerful whip technique that makes use of the nu mou's natural affinity towards magic, Milky Way imbues the beater's whip with a powerful holy spell, making all their whip-based attacks holy-elemental: this increases the power of the nu mou's whip attacks by 30%, and increases damage dealt towards undeads by 100%.

passive/STATIONARY FIGHTER [B-]
Due to their stunted and hunched physique, Beaters find it hard to move around in their attempt to seek out enemies. They instead prefer to stay rooted to the spot, relying instead on their powerful ranged attacks and solid defenses to see them through the day. As such, when Beaters are fighting without any footwork involved, they receive a 40% bonus to their physical damage output.

demonfactor/HUNTING VIPER [EX+]
Lauded as the most powerful whip technique in existence, Hunting Viper imbues the Beater's whip with a powerful magic that lashes out at opponents at the Beater's whim. This effectively doubles the range of the Beater's whip attacks, and if the hit connects, inflicts a random debuff on the opponent. It also imbues the whip with a powerful homing magic, allowing it to autonomously seek out opponents and deal devastating damage to them--and all the effort it takes on the Beater's part is but a flick of the wrist.

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The Beater is the nu mou's only physical class, but it's definitely a powerful one: it can rival the likes of Reavers and Champions in sheer damage capabilities. Their titanic physical strength is backed up by passable magical powers and solid defenses, but abysmally low speed. This is not such a huge drawback, however: the Beater is a primarily stationary fighters, and fortunately their weapon of choice, the whip, gives them a large amount of range to work with. While they can'[t equip any other weapons, they do have a number of armors to choose from: they can opt to wear either light clothing or light armor. Their personal skills should increase their offensive presence in some manner, or bolster their defenses to increase their longevity (because this is not a particularly evasive class).


DOOMCASTERS forge alliances with forces from beyond this world, accessing a power seldom understood outside their circles. Although they only use Dark magic, the exclusive nature of their skills make them unpredictable foes on the field of battle.
Spoiler:
CLASS SKILLS
active/SPIROMANCY [A-]
A specialization of Doomcasters that is considered experimental at best, Spiromancy is an art that tugs at the veil separating the world of the living and that of the dead, creating holes just big enough for spirits to pass through. These spirits are rather unpredictable in nature, and may harbor malevolence towards even the caster, but should the Doomcaster successfully place the spirit under their control, the strength of their magic could increase by up to a factor of three. Advanced forms of Spiromancy may place spirits into catalysts in the form of various inanimate objects, giving them liberty to act as they please, but the risks involved drive most to forsake this option in favor to its safer, more controllable version.

passive/HAND OF HADES [C+]
The Hand of Hades is an artificial limb constructed of dark energies drawn by Doomcasters from another dimension. The Hand protrudes from a portable portal and may assist the Doomcaster in performing their magic. However, as the Hand extends only to the wrist and has no physical dexterity, it cannot ostensibly be used for combat in the traditional sense. The Hand of Hades may be summoned and stored according to the Doomcaster’s needs.

demonfactor/FORCED OBEDIENCE [EX+]
A solution to Spiromancy’s most fatal shortcoming, Forced Obedience completely usurps the liberty of summoned spirits, placing their consciousness under the command of the Doomcaster through the sheer force of their dark magic. As such, spirits placed into catalysts unquestioningly heeds the command of the Doomcaster, turning them into effective, fearless killing machines.

relevant information
Doomcasters are bread and butter spellcasters--they can equip staves and rods, which boosts their magical power, and robes, which boosts their resistance (aka magical defense). Doomcasters get inherent access to Low-tier, Mid-tier, and High-tier Doomcast, and through skill-based magic may access Top-tier Doomcast. Additionally, they have inherent access to Low-tier Primary Elecast, and through skill-based magic may access Mid-tier Primary Elecast and Low-tier Secondary Elecast. Doomcasters' personal skills should focus on their offense, perhaps broadening their repertoire beyond just dark magic.


Though frail and offensively incompetent, the HOLYCASTER fulfills an integral role in combat. Not only do they excel in closing wounds and reviving the fallen, but they can also bestow a variety of buffs designed to increase their teammates’ survivability.
Spoiler:
CLASS SKILLS
active/SALVATION [B+]
Among the most powerful of Kiltias prayers, Salvation completely restores the health of the Holycaster and removes any status abnormalities. Furthermore, it bolsters the Holycaster’s defense by 30% for a period of ten minutes, dramatically increasing their survivability.

passive/ETERNAL REST [B-]
As members of the Light of Kiltia, Holycasters are trained in dealing with the undead and putting their spirits to rest. As a result, their healing spells instead deal damage when targeted at the undead, and the spirits of those felled by Holycasters are exorcised completely, rendering them unable to come back from the dead.

demonfactor/RESTORATION [EX+]
The crowning jewel of any Holycaster’s spell repertoire, Restoration is a skill that, as the name implies, restores a large amount of health to allies within a five-meter radius. The targets are also granted a number of random buffs, which could further turn the tides of battle.

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The Holycaster is a class almost entirely devoted to healing. They can equip rods and staves as weapons (boosting magical strength) and robes as armor (boosting resistance). Their physical stats are abysmally low, but they possess very high magical power, and takes damage from the magical spectrum very well. Holycasters have inherent access to Low-tier, Mid-tier, and High-tier Holycast, and through skill-based magic may access Top-tier Holycast. They can also use the offensive spells Holy and Holyra through skill-based magic (for skill rank information see Secondary Elecast). Their personal skills should focus on their durability, or unlocking Holy and Holyra so that they aren't completely helpless in combat.


Time and space both bend to the will of the ASTRALCASTER. Although these versatile mages usually fill a supportive role, what with their portfolio containing multiple buff and debuff spells, they can be devastating offense units should the need arise.
Spoiler:
CLASS SKILLS
active/SPACIAL REND [B+]
Spacial Rend is a technique that draws inspiration from an attack used by an ancient Ivalicean pagan god. It involves the usage of the Astralcaster's considerable power over spacetime to cause a distortion in the very fabric of the world, releasing a wave of energy packed with pure destructive potential. Because the Astralcaster is primarily a support class, Spacial Rend adds a much-needed boost to their subpar offensive magic repertoire.

passive/WARPED SPACE [B-]
Due to their frequent dealings in spacetime manipulation, the very fabric of the world in the Astralcaster's immediate surroundings is slightly, but perpetually warped. Projectiles that enter this warped space will find it extremely difficult to find their target: as such, the Astralcaster receives a 30% boost in evasion against all physical ranged attacks.

demonfactor/TEMPORAL FLOW [EX+]
A technique that alters the very flow of time itself within a seven-meter radius of the caster, Temporal Flow bestows the Haste buff to all allies within its area of effect, while enemies that get caught up in it are instead inflicted with the Slow debuff. While the Temporal Flow does impose a rather large toll on one's magical reserves, the Astralcaster can maintain it for long periods of time: instances where Temporal Flow is continuously activated for periods of thirty minutes are possible, though very taxing on the caster.

relevant information
Astralcasters are powerful support units, with a spell portfolio that grants them access to powerful buffs like Haste and Reflect, and debilitating debuffs like Slow and Stop. Their equipment options are starndard mage fare: staves or rods as weapons, and robes as armor. They can inherently access Low-tier, Mid-tier, and High-tier Astralcast, and can access Top-tier Astralcast through skill-based magic. Their skills should focus on letting them access Top-tier Astralcast: Slowga and especially Hastega are some of the most powerful support spells in the RP. They can also benefit from a bit more of variety in their offensive magic options, and maybe some skills to increase their longevity, in an attempt to make up for their rather lackluster defenses.


Gifted with natural charisma and the ability to infuse their very speech with magic, the PHILOSOPHER speaks words of wisdom in the heat of battle. These wisemen encourage allies to perform at their best, and doom opponents to the opposite fate.
Spoiler:
CLASS SKILLS
active/MOTIVATION [EX]
Motivation is a technique that cannot be used in the middle of battle: instead, it must be used prior to the beginning of the fight. Allies on the receiving end of the motivational speech are granted a 25% boost to their damage output for the first fifteen minutes of the engagement, allowing them to decimate the opposition before they can retaliate. Especially effective when fighting alongside a large number of allies; since the skill does not directly affect the Philosopher, however, it completely loses its effect in solo fights.

passive/ABSENT-MINDED [D]
Philosophers spend the vast majority of their time contemplating the state of the universe, and the role that mankind plays in the grand scheme of things. These thoughts perpetually circulate in their brain, and sometimes a new train of thought materializes in their brain and distracts them from the immediate threats presented right in front of their eyes. As such, in rare occasions, Philosophers may become afflicted with the Stop debuff for a brief period of time mid-battle, providing an opening for opponents to attack them.

demonfactor/TERROR STRIKE [EX+]
Terror Strike is a technique that combines the Philosopher's considerable charisma with dramatic speech in a bid to discourage and demotivate opposing forces. Using an assorted palate of techniques that include (but is not limited to) spun tales, exaggeration, bluffing, and fearmongering, the Philosopher strikes fear into the very heart of their opposition, making them suffer a 25% penalty in all parameters.

(PS. While Terror Strike might seem like an inferior version of Fearmonger, consider that Terror Strike's range is limited only by the audacity of the Philosopher's voice, thus potentially affecting the enemy's entire force, while Fearmonger's effect will only take place in direct, close combat)

relevant information
Philosopher is another support class, but unlike the balanced Astralcaster, it is one that is geared more towards debuffs, weakening their opposition with a variety of negative effects. They can equip staves, rods, and tomes, though tomes are vastly preferred because they are avid readers, even outside of battle. They can equip robes as armor. They can inherently access Low-tier, Mid-tier, and High-tier Speechcraft, and can access Top-tier Speechcraft with skill-based magic (which they should do, because Parley and Sentence are really powerful abilities). They can also inherently use Low-tier Primary Elecast, but cannot access its higher tiers. Aside from letting them access Top-Tier Speechcraft, the Philosopher's skills should focus on offensive skills, because they are sorely lacking in that department. It is not recommended to have Philosopher as one's only class, because the lack of offensive presence can be rather debilitating.


The art of transmutation may be considered but a gimmick by most, but the MAGUS begs to differ. These versatile magicians can bring out the best in any material given to them, producing a massive variety of miraculous effects.
Spoiler:
CLASS SKILLS
active/FAUX BLASTER [A-]
A spell that seeks to emulate the trademark move of Ceourls, Faux Blaster involves magically altering the chemical makeup of the target in hopes of causing a status abnormality. It is very much an experimental spell and is still being perfected, and so its exact effect cannot be ensured, but there are three known possible outcomes: paralysis (randomly causing the victim to lose their ability of movement), petrification (rendering the target unable to move or take action until cured), and instant incapacitation.

passive/ITEM LORE [C+]
Due to their frequent dealings with items, Magi are more accustomed to utilizing them than most. As an effect of their expertise in the field, all restorative items used by the Magi is increased in effectiveness by 50% (where applicable).

demonfactor/GIGAFLARE [EX+]
A spell that draws inspiration from the signature attack of the legendary dragon king Bahamut, Gigaflare alters the makeup of the environment on an atomic scale: it encourages every molecule of the surrounding air to rapidly heat up, culminating in the creation of a powerful explosion out of literal thin air. Gigaflare can engulf an area of up to one meter in radius, and is immensely powerful, but its true strength lies in the fact that its cost-to-reward ratio is skewed in favor of reward. It is an incredibly powerful spell that imposes a rather light toll on the caster's magical reserves (all things considered), and can be reliably used as many as ten times per day, with at least twenty-minute intervals inbetween castings.

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The Magus' magic portfolio is incredibly diverse, with spells that deal in offense, bestowing buffs, inflicting debuffs, and a number of miscellaneous spells that are not so easily categorized. They are very versatile, with solid magical stats and access to reliable offense spells as well as useful support spells. However, their defenses and speed are rather lackluster (though not abysmally so), leaving them vulnerable to enemy attacks. They can equip maces and rods: maces are generally preferred because they offer a much more powerful boost by way of physical offense. They can equip robes as armor. Magi can inherently access Low-tier, Mid-tier, and High-tier Transmutation, and may access its top tier through skill-based magic. Their personal skills should boost their non-magical stats, giving them either more durability or agility, and let them access Transmutation's powerful Top-tier spells.


ROYAL MAGES are the product of a training program conducted by the palace, with the goal of producing mages of the highest order. They sport an extensive repertoire of spells that, coupled with their high magical power, make them deadly opponents.
Spoiler:
CLASS SKILLS
active/SPECIALIZATION [B+]
Although they are capable of performing many different kinds of magic, most Royal Mages exercise a focus on one of these disciplines. When using magic from the repertoire of their selected discipline, Royal Mages receive a 30% boost to the effectiveness of their spells.

passive/MAGICAL KNOWLEDGE [B-]
Being a practitioner of many different kinds of magic, Royal Mages can be counted on to recognize the workings of their opponent’s magic and how to best combat them. As such, Royal Mages and allies within a one-meter radius receive a 15% boost in resistance towards magical attacks.

demonfactor/METEOR [EX+]
Recognized far and wide as one of the most powerful spells in existence, Meteor is a spell that has been forbidden in many lands due to its sheer destructive power. In the right hands, the aftermath of this brutal magic may leave entire battalions in tatters, and the ground on which they stand a smoldering wreck of scorched earth and ashes.

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Just the Royal Mage's inherent spell repertoire is already pretty impressive, but through skill-based magic they can potentially become the class with the single most extensive spell portfolio in the RP. They are, however, well-spread in multiple branches of magic, and thus suffer the same issue as the Jack Knight: they cannot truly excel in any of these branches, thus granting them no access to Top-tier spells. They can equip tomes, rods, and staves as their weapons (all boosting magical power), and robes as their armor (boosting resistance). They can inherently access Low-tier and Mid-tier Secondary Elecast, Low-tier Primary Elecast, and Low-tier Holycast. Through skill-based magic, they can access High-tier Secondary Elecast, Mid-tier and High-tier Primary Elecast, Mid-tier Holycast, Low-tier and Mid-tier Astralcast, and Low-tier Summoncraft. As is the case with the Jack Knight, Royal Mages' personal skills should broaden their magical repertoire or help them in specializing i a select element or branch of magic.


Only Nu Mou who have spent their many years in continued dedication to magical studies may call themselves ELDERS. Their thirst for knowledge allows these wisemen to engage in the usage of a powerful art thought to be lost to history's dark annals.
Spoiler:
CLASS SKILLS
active/POWER FROM THE ABYSS [A-]
The art practiced by Elders are associated with an old pagan religion that is said to have close ties to the Abyss. The Abyss is a location described in various Ivalicean lores, said to be a plane teeming with infinite magical energy--the Elder, through their art, may access the magic stored within this plane to perform their magic. As such, while Power from the Abyss is active, Elders can cast any spell they choose without consuming their own magical reserves. This allows the Elder to perform an onslaught of magical attacks normally made impossibe with their limited (although admittedly vast) magical reserves. Especially effective when the Elder has another active class that is geared more towards offense, in the vein of the Doomcaster or the Royal Mage. Power from the Abyss may only be used for one minute at a time, and can only be used three times per day, with an interval of at least two hours in between uses.

passive/PROTECTIVE AURA [C+]
Another skill that draws its power from the Abyss, Protective Aura engulfs the Elder's entire person in pure magical energy that serves as a magical shield against forces that derive their power from sources affiliated with other planes. As such, Abyssal Aura decreases all holy-elemental and dark-elemental damage done to the Elder by 33%.

demonfactor/BLESSINGS OF THE SUN GOD [EX+]
An ability that represents the favors of Amaterasu, empress of the sun, and head god of an ancient pagan pantheon. These favors manifest in the form of a number of blessings, among them a 30% boost to the Elder's magical power, and complete immunity to fire-elemental attacks while the skill is active. Chief among these blessings, however, is the ability to instantly summon one Sacramentation god without performing the necessary rituals. Amaterasu is a benevolent patron: despite her blessings granting so much power to the petitioning Elder, this ability can be used twice per day, with an interval of at least one hour. Each usage of the skill grants Amaterasu's blessings for a period of ten minutes.

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The Elder is a unique class in that it is the only one capable of performing Sacramentation. This branch of magic can summon a powerful being that will serve the summoner for a period of seven minutes. There are, however, prerequisites that must be performed prior to summoning the being: this process involves drawing a summon circle on the ground with a piece of chalk, spreading various mystical ingredients (rat tail, rotting flesh, white thread, and zodiac gems are some examples), and reciting an ancient spell to signal to the pagan god that the stage has been set for his or her summoning. After a brief period of waiting (5-10 seconds), the summon circle will open a gate to the Abyss, and the pagan god is summoned. The entire process can take around four minutes if the Elder is completely focused on performing the Sacramentation - if he is attacked or in any other way disturbed, the process can take longer. Elders are rather sturdy for a magical class, able to take hits pretty well (especially from the magical spectrum). They are also magically powerful, but has very low agility. Elders can equip maces and rods as weapons, and robes as armor. They can inherently use all Sacramentation spells. They can, through skill-based magic, access Low-tier Primary Elecast and Low-tier Secondary Elecast. Their personal skills should focus on further boosting their defenses, because they can be very vulnerable while performing the Sacramentation ritual. They could also use some offensive spells, because their class skills boost their magical power, but they have no inherent way to take advantage of it.


While many might argue that the NECROMANCER's art deals with elements best left alone, none can deny that it is one of the most powerful magic in existence: these powerful dark mages are capable of raising entire armies of undead.
Spoiler:
CLASS SKILLS
active/INFECTION [B]
Infection is a spell that inflicts Zombification on the target, an uncurable status ailment that turns the target into a zombie. Zombified units take 200% damage from holy-based spells and are hurt by curative spells such as Cure. The ailment can only be removed by incapacitating the victim and then reviving them.

passive/NECRONOMICON [B]
Every new Necromancer is given a copy of the Necronomicon, a comprehensive tome on how to manipulate dark energy and the dead, and the Necromancer's ultimate reference to all that has to do with their art. While it mostly gives details on how to perform resurrections and other spells associated with the dead correctly, it also gives directions on how to access parallel planes and utilize the arts of the Doomcaster. As such, it bestows upon the Necromancer the ability to inherently access Low-tier and Mid-tier Doomcast.

demonfactor/VIRULENT MAN [EX+]
A powerful technique that uses a corpse as a catalyst to summon the Virulent Man, a powerful being of unknown origins (although most Necromancers theorize that he is a manifestation of Phantom, an old pagan god from the same pantheon as the ones summoned by the Elder). The Virulent Man, once summoned, will cast a variety of debuff spells (most commonly Slow, Stop, Poison, and Doom, although on occasion he will cast Break). He is completely impervious to all damage, physical and magical, and thus his spells cannot be stopped, only cured. Furthermore, because few have ever studied necromancy so thoroughly that they have the ability to summon the Virulent Man, his existence is not widely known. This is extremely deadly, because those who make the mistake of trying to attack him will instantly face his retaliation: a Death spell. The Virulent Man will stay on the battlefield for a period of five minutes, continuously spreading status ailments to the opposition until his time is up and his spirit leaves the host cadaver.

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The Necromancer is one of the most powerful classes in the RP due to the sheer amount of firepower they have once their magic has been successfully cast. Necromancy, however, is an art that relies very much on situation: it is difficult to set up because it needs corpses (dead people, not incapacitated ones) in order to really live up to its full potential. Before such a condition is met, the Necromancer is forced to rely on their own (meager) power and perhaps the Plague spell to hold his own in combat. The Necromancer possesses relatively low firepower: even their magical power can barely be considered competent, despite their being a magical class. However, they do possess solid defenses, especially from the magical spectrum, and are quite fast among Nu Mou classes. They exclusively equip tomes as weapons, and robes as armor. They can inherently use Low-tier, Mid-tier, and High-tier Necromancy, and can access its Top tier through skill-based magic. Their personal skills should focus on boosting their extremely lacking offensive presence, and perhaps expand their spell portfolio (Mass Reanimation should definitely be considered--it's an extremely powerful technique if you can meet its requirements).



Members of this female-only race with hair of spun silver are often called People of the Wood or Wood People. VIERA are lithe of limb and tremendously quick. Their slender bodies belie superior strength and masterful combat skill.

VIERA CLASSES
Spoiler:
The quick-footed DUELIST is unsurpassed when it comes to one-on-one combat. Their trademark combination of graceful swordplay and swift footwork overwhelms their opposition, and many fall before this viera warrior's rapier before they can even retaliate.
Spoiler:
CLASS SKILLS
active/SWORD OF METIEL [B]
Drawing upon the viera's ties to mystical Wood, Duelists can call upon the aid of the Djinn Metiel, powerful war spirits that reside within the deepest parts of the Golmore Jungle. Upon being summoned, the Djinn Metiel will possess the Duelist's rapier for a period of twelve minutes, reinforcing it with mystical strength: during this time, the Duelist's damage output is boosted by 40%, and they take 25% less damage from magical attacks.

passive/SOLO FIGHTER [B]
The Duelist's rapid-fire fighting style relies mostly on their quick reflexes and high agility. As such, it may become troublesome for them to fight with an ally nearby: the possibility of inflicting friendly fire leads them to hold back from entering their stab-all-you-can-see mode. As such, when fighting without any allies present within a 5-meter radius, Duelists receive a 30% boost to their damage output and agility.

demonfactor/SILVERLIGHT [EX+]
A trademark technique of the legendary viera warriors of old, Silverlight engulfs the viera's entire body in mystical energy, giving their body a silvery aura and increasing their already behemoth speed by a stunning 300%. This allows them to blaze through enemy ranks without fear of enemy attacks even grazing them, and deal copious amounts of damage in a short period of time. Silverlight can only be used once per day, but it lasts a period of eight minutes: plenty of time to devastate an entire battalion, let alone a single opponent.

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Duelists are very much physical glass cannons--they are physically strong and very fast, and their demon factor ability can make them by far the fastest class in the RP. They exclusively equip rapiers as weapons, and can don light clothing or light armor (the latter of which will penalize their agility, but gives a bigger boost their meager defenses). Their class skills should focus on further increasing their offensive firepower and speed: they function best as hit-and-run attackers, so some abilities that will help them quickly retreat to seek medical help should also be very welcome additions to their skillset.


VALKYRIES are stalwart warriors sanctified by the Light of Kiltia to serve as defenders of the faith. Though frail in stature, these female fighters possess the ability to utilize potent Holycast, exponentially increasing their durability in combat.
Spoiler:
active/NORTHSWAIN BLADE [B+]
As warriors blessed by the Light of Kiltia, Valkyries receive access to the holy powers commonly associated with its clergymen. In their case, the blessings they receive can take on a more offensive function--should they make the necessary prayers, their weapon is imbued with a powerful light that increases its damage output by 50%, and also increases its effectiveness against undead units by 200%. This ability lasts for around 15 minutes, and can be used up to three times per day.

passive/DIVINE GRACE [B-]
Valkyries' holy ties to the Light of Kiltia enables them to reap more benefits from its sacred powers: they recover 30% more HP from Holycast spells, be they casted by themselves or by other disciples of Kiltia. Furthermore, they are completely immune from being zombified.

demonfactor/CALL AVATAR [EX+]
Call Avatar is a skill normally reserved for the highest-ranking members of the Light of Kiltia. When activated, the skill randomly summons forth one of the nine Holy Avatars of the Light of Kiltia pantheon (see: Evocation). Although the Avatar called is on paper random, the technique has a conspicuous tendency to summon what Avatar would best suit the caster's current needs. Call Avatar places only half the toll on the caster's magical reserves compared to a normal summon by the Pilgrim, and may be used up to 10 times a day.

(PS. You might think it lazy of me to duplicate the Devout's demon factor skill; while that would not entirely false, it makes little sense to me that the Valkyrie would not get access to the ability despite being a mostly offensive unit and being somewhat magically inclined.)

relevant information
Valkyries are very similar to the Paladin: they trade in the Holycaster's ability to cast extremely powerful spells for some physical prowess, increasing their durability on the field of battle. The difference is that they are geared more towards offense: whereas the Paladins have trouble dealing decent damage, Valkyries can dish it out as well as, say, the Commander. They possess adequate stats across the board, with spikes in their physical attack and magical power. They can equip any sword-type weapons and spears, and can equip light clothing and light armor. Valkyries get inherent access to Low-tier Holycast, and through skill-based magic may access Mid-tier and High-tier Holycast. Their personal skills should focus on expanding their magical repertoire and/or their physical prowess.


As warriors of the bow, MARKSWOMEN make use of their wit and stealth to get themselves into an advantageous position from where they could pick off their enemies from afar. They are also capable of crafting effective traps, making them some of the best support units.
Spoiler:
CLASS SKILLS
active/TRAPPING [B]
Markswomen are capable of setting up traps around the battlefield, from poison to nets to pitfalls. Due to their expertise in camouflage, these traps are hidden very well and are nearly undetectable to the untrained eye. Although technically all classes can set up traps, Marksmen are far more adept at the art, building more effective traps in shorter amounts of time.

passive/SURVIVAL INSTINCT [B]
Markswomen, being especially weak in close combat, have an instinct in finding a safe place from which to shoot their arrows. They are trained in the arts of camouflage and are able to locate advantageous positions with little difficulty. Especially useful in the forest, where finding a Marksman is like finding a needle in a haystack.

demonfactor/TOTAL CAMOUFLAGE [EX+]
Total Camouflage is one of the few defensive demon factor skills in existence. It completely masks the presence of its user from any conceivable senses, be it human or otherwise, allowing them to unleash attacks or reposition themselves without any risks of being attacked themselves. It is especially valuable to Marksmen, who are rather frail and need to be positioned advantageously to maximize their usefulness. This state lasts a rather short amount of time, and depletes faster if the user attacks an enemy. It can only be used three times per day.

relevant information
Markswoman is very much a utility class capable of doing a lot of miscellaneous things that can help turn the tide of battle: they can set up traps and imbue their arrows with poisonous ingredients, thus inflicting debuffs on the opposition. Their stats are quite low across the board, but they possess extremely high agility, rivaling even the likes of the Rogue and the Duelist. They cannot wear armor, heavy or otherwise, and can only equip regular bows or crossbows (not greatbows or longbows). They may carry only up to five traps on their person at any given time. Their personal skill should focus on boosting their meager offenses, or tricks to allow them to escape situations where they would be forced to engage in close combat. Markswomen can also specialize in poisons and other debuffs, should they choose to allocate a skill slot to that effect.


EXECUTIONERS deliver certain death from behind the string of their greatbow. These seasoned warriors utilize the viera's herbal salves to imbue their arrows with a variety of deadly effects and fire them at their foes, always striking down their mark with uncanny accuracy.
Spoiler:
active/CONDEMNING ARROW [B+]
A technique that makes use of a traditional viera salve made from the tonberry skin and marlboro extracts, the Condemning Arrow inflicts the Certain Doom status: a debuff almost entirely unique to this technique that will cause instant incapacitation within twenty minutes. Unlike Doom, however, Certain Doom is completely uncurable, and the only retaliative measure that can be taken against it is to revive the target after the instant incapacitation has taken place. This technique makes use of a valuable salve that is both expensive and hard to make, and so it should be used sparingly: most Executioners use this technique no more than five times a day.

passive/ABSCONSION [B-]
Executioners can, by virtue of being a viera, draw upon the powers of the Wood spirits to conceal their presence from mortal senses. They are still very much detectable by opponents, especially if they have been targeted, but in the thick of battle, few would see the Executioner fighting alongside her allies and choose to attack her.

demonfactor/DOOMSDAY [EX+]
Doomsday is a technique that involves inviting the Djinn Asinat, some of the Wood's more violent spirits, to temporarily possess the Executioner's quiver of arrows. This imbues each arrow with a dark energy not unlike that found in the arcane concoction slathered on the Executioner's trademark Condemning Arrows, although the lack of its more tangible, toxic components makes Doomsday arrows weaker. They are still able to inflict the Certain Doom status, but a target would have to be hit by two Doomsday arrows to contract the ailment. However, since Doomsday relies not on a rare salve and rather on the spirits found in abundance in the Golmore Jungle, its usage is limited only by the Executioner's shooting speed, and the number of arrows she possesses. Doomsday's effect lasts for a period of five minutes, and it can be used up to twice a day, with at least a 4 hour interval in between uses.

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If a class's worth is measured in how well they take down enemies, then the Executioner is perhaps the best ranged class in the RP. It is an agile, accurate, and powerful class, not to mention the only one capable of inflicting the incredibly powerful Certain Doom debuff. They can equip any type of bows, but much prefer greatbows, since their high attack power best suits their purposes. They can only don light armor as clothing. Their class skills should focus on making them even deadlier in ranged combat, or allow them to escape should they find themselves faced by a melee fighter.


Masters of the cloak and dagger, WHISPERS reside in the shadows, from where they mete out death and destruction to unsuspecting opponents. They have one rule, and one rule only: as long as the battle ends with their enemies dead on the ground, anything goes.
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active/ROCKSEAL [EX]
The Whisper's trademark technique involves the usage of a viera salve made from relatively common and cheap ingredients. The process of its making is said to be very difficult--not to mention closely-guarded by Whispers--but the common Whisper will carry two or three bottles of the mixture on their person at any given time. The salve, when applied to several of the body's pressure points, will slowly but surely inflict Petrify on the target, making them incapable of movement and taking action. The process of petrification is gradual: between the technique's usage and complete petrification can take as long as thirty seconds. The process begins at the target's lower back and expands radially to the body's other areas. Rockseal relies on a salve that can be cheaply made by any decent Whisper, and so it costs very little considering the power of the technique. Its usage is limited only by the amount of salve the Whisper has remaining: a full three bottles will last them up to 12 uses per day.

passive/WARRIOR OF SILENCE [D]
The Whisper is a class that works entirely in silence: the nature of their fighting style demands them to never be spotted by the opposition until their weapon is firmly placed upon their neck. As such, they find it difficult to cast spells, which require incantations that would break their total silence. Because of this, Whispers who engage in spellcasting has their evasion cut in half for the duration of the incantation, and the damage done by their physical attacks are reduced by 25% for a period of three minutes after the incantation began.

demonfactor/WHISPER OF AZRAEL [EX+]
Whisper of Azrael calls upon the help of the Wood's most violent, vengeful spirits, known to the viera as the Djinn Azrael. While activated, this ability imbues the Whisper's weapon with an incredibly powerful dark energy that, when it makes contact with a living being, will violently tug at their very spirit to leave the body. As such, while the Whisper of Azrael is active, all of the Whisper's attacks have a 50% chance of inflicting instant incapacitation (on mortals only). However, the Whisper must also focus on controlling the extremely violent spirits residing within their weapon, lowering their attack speed by 50%. This ability will last for a period of four minutes, and can be used twice a day, with at least 5 hours of interval in between uses.

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Much like their ranged counterpart the Executioner, Whispers' primary focus is to see as many opponents incapacitated as possible. Unlike the Executioner, however, the Whisper is a very capable fighter in close combat and can handle themselves very well should the opponent see through their concealment. Whispers have very high speed, and are adequate in all other areas. They equip katanas exclusively, and can equip light clothing as armor. Their personal skills should make them more offensively competent, both by adding even more deadly skills to their repertoire or by boosting their capabilities in straight-up combat.


Drawing upon their close ties to the Wood, HERBALISTS practice the ancient viera art of salve-making. They are able to turn common plants into powerful concoctions--whether they serve as potion or poison, only they can know for sure.
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active/DJINN ERMETIA [B+]
The Herbalist's mixtures must make contact with the target before it can truly take effect--this is extremely inconvenient because it limits her effective range and puts her in danger of being beaten by more capable melee fighters. Therefore, Herbalists rely on benevolent wind spirits called the Djinn Ermetia to aid them in battle. These spirits, resembling little balls of light from afar, dip themselves into the Herbalist's salves and absorb their contents, before flying away to the Herbalist's opponents and delivering their effects. These spirits are plentiful in number and eager to help the viera, and so the Herbalist may rely on their service for as much as she wants.

passive/SALVE-MAKER [B-]
Herbalists' familiarity with the Wood's plants and their properties make them the best salve-makers among the viera. As such, techniques that rely on the usage of salves (e.g. the Executioner's Condemning Arrow) can be used an additional 2 times (or, in the case of the Whisper's Rockseal, an additional one time per bottle), when used by a viera with Herbalist as their primary or secondary job.

demonfactor/ESSENCE OF THE WOOD [EX+]
A salve made through an incredibly difficult and complicated process using rare ingredients, Essence of the Wood is an extremely foul-tasting drink: some people cannot stomach the taste, and the rest are understandably reluctant to down it. To make matters worse, unlike the Herbalist's other mixtures, its effects can only take effect by being drunk: application on the skin or inhalation does nothing. However, when properly consumed, it completely restores one's health and magical reserves, and bestows a number of powerful buffs: Protect, Shell, Astra, and Reraise. Most Herbalists only keep a bottle of Essence on their person at a time, which would last three uses (a roundabout way of saying it is usable only three times a day).

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Herbalist specializes in using Herbology magic, which provides an extremely versatile set of spells. They are a good choice for a secondary job to a physical class, because Herbology does not rely much on one's magic power, and their passive skill, Salve-Maker, can be extremely beneficial to, say, the Executioner. It should also be noted that Djinn Ermetia is not their only way of distributing the effects of their concoctions: close-range application by slathering their weapon with the salves is common practice among Herbalists. They have good stats all around, capably dealing and taking damage from both the physical and magical spectrums, and though they are one of the slowest viera classes, they are still quite fast. They exclusively equip maces, and don light clothing or robes. Herbalists can inherently access Low-tier, Mid-tier, and High-tier Herbology, and may access its top tier through skill-based magic. Their personal skills should expand their magical repertoire and increase their good-but-not-great stats in some manner.


Though frail and offensively incompetent, the HOLYCASTER fulfills an integral role in combat. Not only do they excel in closing wounds and reviving the fallen, but they also have access to a wide range of buffs designed to increase their teammates’ survivability.

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CLASS SKILLS
active/SALVATION [B+]
Among the most powerful of Kiltias prayers, Salvation completely restores the health of the Holycaster and removes any status abnormalities. Furthermore, it bolsters the Holycaster’s defense by 30% for a period of ten minutes, dramatically increasing their survivability.

passive/ETERNAL REST [B-]
As members of the Light of Kiltia, Holycasters are trained in dealing with the undead and putting their spirits to rest. As a result, their healing spells instead deal damage when targeted at the undead, and the spirits of those felled by Holycasters are exorcised completely, rendering them unable to come back from the dead.

demonfactor/RESTORATION [EX+]
The crowning jewel of any Holycaster’s spell repertoire, Restoration is a skill that, as the name implies, restores a large amount of health (the same amount a Curaga would heal) to allies within a ten-meter radius. The targets are also granted a number of random buffs, which could further turn the tides of battle. Restoration can only be used at most three times per day, and with at least one-hour intervals in between.

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The Holycaster is a class almost entirely devoted to healing. They can equip rods and staves as weapons (boosting magical strength) and robes as armor (boosting resistance). Their physical stats are abysmally low, but they possess very high magical power, and takes damage from the magical spectrum very well. Holycasters have inherent access to Low-tier, Mid-tier, and High-tier Holycast, and through skill-based magic may access Top-tier Holycast. They can also use the offensive spells Holy and Holyra through skill-based magic (for skill rank information see Secondary Elecast). Their personal skills should focus on their durability, or unlocking Holy and Holyra so that they aren't completely helpless in combat.


SHAMANESS is a title awarded to true disciples of the Green Word that governs the viera: they carry out the Word's every order and fight to protect the Wood wherein they make their home; the Word, in turn, grants them the ability to bend the powers of the Wood to their will.
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active/BALSA GUARDIANSHIP [B-]
A skill that relies on the Djinn Balsa, benevolent spirits of the Golmore Jungle, Balsa Guardianship increases the target's physical and magical defense by 25% for a period of 15 minutes. Upon expiring, the Djinn Balsa will leave a parting gift for the target in the form of a Cura spell. If the target is incapacitated while still being affected by Balsa Guardianship, then the Djinn Balsa will seek out the Shamaness that summoned it, and bestow its protection upon her instead.

passive/SPIRIT CHARMER [B+]
The Shamaness is favored by the Wood even among the viera, and the spirits of Golmore Jungle are more inclined to assist them in combat. As such, all techniques involving the usage of Djinns are extended in duration by 4 minutes should they be used by someone with Shamaness as their primary or secondary class.

demonfactor/AZOTH [EX+]
Azoth, also referred to in old texts as the Great Repose, is a skill that is best used when fighting against whole armies. It is a skill that inflicts the Sleep debuff on 50% of the opposing forces, though it cannot reach enemies farther than twenty meters away, and has a target cap of fifty people. Should there be more than fifty eligible targets within range, the ones who will actually be hit by the spell are selected at random. Furthermore, the spell can still miss its targets, for it has a fixed accuracy of 70%. Azoth can only be used twice per day, with at least four hours in between uses.

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The Shamaness will only truly shine when it is used in conjunction with another class: its passive skill, Spirit Charmer, can be a great boon to any viera whose skills relies on the usage of Djinns ahemexecutionersahem. They tie with the Rift Mage for the highest magical power of all viera classes, and also possesses high speed and resistance; their physical stats, however, are abysmal. They can equip rods and staves, and can only use light clothing as armor. The Shamaness can inherently access Low-tier and Mid-tier Secondary Elecast, and Low-tier and Mid-tier Doomcast. They may access the High-tier spell of these branches, as well as Low-tier Primary Elecast, through skill-based magic. Their personal skills should focus on expanding their magical repertoire and boosting their survivability against physical attackers.


WITCHES are eccentric mages, spending much of their time in recluse to focus on slaking their thirst for knowledge. They dabble in various unorthodox branches of magic, and find equal strength in their versatility as they do in their considerable magical power.
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active/BLOOD PRICE [B]
Blood Price utilizes an arcane spell bearing incantations known only to Witches. It is a powerful ability that enables its user to pay for the cost of casting spells with their health, rather than their magical reserves: a powerful effect, especially in a battle of attrition in which both sides have been exhausted. Before activation, the Witch must first consume a fairly common salve called the Sanguine Vial. One bottle will last one use, and the common Witch usually only keeps three bottles on her person at any given time. Blood Price will remain active for up to 30 minutes after activation, though the strain that it places upon the body demands an interval of at least an hour in between uses.

passive/CONTAGION [B]
Contagion is a skill that allows Witches to identify opponents afflicted with status ailments, and capitalize on such abnormalities to further weaken the opponent's defenses. As such, while fighting against enemies who are afflicted with a status ailment, Witches gain a 25% boost to all magical damage they deal.

demonfactor/SWIFTCAST [EX+]
A technique that involves trading the incantations and somatic components of a spell with sheer magical power, Swiftcast enables its user to cast spells without any charging time (which, normally, could range between five to ten seconds). This allows the user to launch an onslaught of magical attacks without pause; at the hands of someone as offensively potent as the Witch, it could turn the tides of battle in a matter of seconds. Swiftcast is reliant completely on the Witch's magical reserves (or, while Blood Price is active, her health); as long as those resources are available, Swiftcast can remain active for any amount of time the user deems necessary.

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The Witch is very much an offensively minded class; it is reminiscent of the Royal Mage in that its magical portfolio has the potential to be extremely astounding in size and variety. Witches are able to equip rods, staves, and tomes as weapons, and robes as armor. Their stats greatly resemble that of the Shamaness, though they trade in a bit of their magical power and speed for a passable physical defense stat. They have inherent access to Low-tier and Mid-tier Transmutation, Low-tier Herbology, and Low-tier Necromancy. Through skill-based magic, they may access High-tier Transmutation, Mid-tier and High-tier Herbology, and Mid-tier Necromancy. It is important to note, however, that the Witch does not have access to the Djinn Ermetia, and so their Herbology magic are strictly close-range spells. Their personal skills should focus on expanding their magical repertoire.


Opening gates to parallel words and summoning the beings residing within are but child's play to the RIFT MAGE. The creatures they call forth far exceed mortals in strength, and thus will provide valuable, albeit momentary, aid when summoned.
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active/GHARALEY REINFORCEMENT [A]
Usable only after successfully summoning a summon creature. Calling upon the powers of a benevolent spirit known as the Djinn Gharaley, the Rift Mage bestows reinforcement upon their summon creature, increasing the damage dealt by their attacks by 50%. Unlike many other skills, Gharaley Reinforcement is reliant solely on the caster's magical reserves, and places no significant strain on their body. And so, while the Rift Mage's magical reserves remain still, the skill can be used as often as they like.

passive/FEY COVENANT [C]
Part of the Rift Mage's initiation rites was to forge a pact with a minor summon creature known as Sylph; unlike other summon creatures, upon being summoned the Sylph stays at their summoner's side until one of them passes. The Sylph's presence increases the Rift Mage's physical and magical defenses by 15%.

demonfactor/AWAKENING [EX+]
Awakening is a powerful technique that enables the Rift Mage to instantaneously summon two summon creatures, with no cost to their magical reserves. The creatures summoned must be derived from spells in the Rift Mage's repertoire (e.g. to awaken Bahamut, the Rift Mage must first be able to summon him through regular methods). The technique cannot be used in conjunction with Gharaley Reinforcement. Awakening can only be used twice per day, and with at least three-hour intervals inbetween uses.

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The Rift Mage's trademark magic, Summoncraft, is extremely useful because it possesses sheer power and versatility in equal measure. While Rift Mages tie with the Shamaness in being the most magically powerful viera class, they tie with the Holycaster in being the slowest. Their defenses, in particular their magical defense, are quite solid, however. Rift Mages can only exclusively staves as weapons, and robes as armor. They have inherent access to Low-tier, Mid-tier, and High-tier Summoncraft, and may access its top tier through skill-based magic. Their personal skill should access the two Top-tier Summoncraft skills, for they are extremely powerful, or perhaps patch up their meager speed so that they would not be a liability in combat.



This short-statured race is distinguished by the pom poms on their heads and bat-like wings on their backs. MOOGLES have no love for water, and will not venture in the shallowest of pools. They are accomplished machinists, and they boast a great many unique jobs all their own.

MOOGLE CLASSES
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Physical juggernauts possessing peerless strength and fortitude, the SENTINEL serves as the bastion behind whom their allies seek protection. What these steadfast moogle warriors lack in versatility, they make up for in sheer bulk and physical strength.
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active/AEGIS STANCE [A-]
Usable only if the Sentinel is equipped with a shield. A technique that greatly increases the Sentinel's dexterity and enhances his reflexes, Aegis Stance grants a 75% chance to parry all physical attacks for a period of seven minutes. It can be used multiple times a day, but relies on the user's magical reserves, which the Sentinel, unfortunately, doesn't have much of. As such, it should be used sparingly.

passive/STALWART [C+]
An ability that stems from the Sentinel's determination to always protect his allies, Stalwart grants the Sentinel immunity to techniques that would lower his physical strength or defense stats. The Sentinel is also granted a 50% chance to evade techniques that would inflict Disable (preventing action) or Immobilization (preventing movement).

demonfactor/GEIRSKOGUL [EX+]
Geirskogul is a famed battle technique that deals massive damage to the opposition, but also inflicts quite a bit of recoil damage to the user (~15% of maximum health). It takes the shape of a blast of pure energy extending from the Sentinel's weapon, firing a powerful slit-shaped shot that could cleanly cut a boulder in two should it be aimed properly. The blast can extend to up to ten meters in a straight line from the weapon's tip, decimating all that it passes along the way. If the technique is used while the Sentinel is equipped with a spear, then the damage it deals is increased by 25%. Geirskogul can only be used up to five times a day, with at least one-hour intervals in between uses.

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The Sentinel is a physical tank through and through: they can take damage from the physical spectrum very well, and their own attacks can deal a ton of damage. They are able to equip swords and spears as weapons, and can don light and heavy armor. They have fantastic physical attack and defense stats, but their speed is subpar, and their magical stats abysmal. Their personal skills should focus on giving them some offensive skills to work with, because they are sorely lacking in that department. Some skills that would boost their agility to a passable level would be welcome, as well.


Stealing purses of gold, armaments, and lives are all in a day’s work for ROGUES. Armed with lightning-quick reflexes, nimble fingers and unparalleled skill with a knife, Rogues are equally skilled in combat as they are in stealing.
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CLASS SKILLS
active/GOLDFINGER [B]
Due to the nature of their trade, Rogues are well-versed in the art of lockpicking. Given time, no locks, be they on doors, chests, or anything else, are too tough for these masters to crack.

passive/FADE [B]
Rogues are masters of subtlety and secrecy, and employ a variety of techniques that make them notoriously difficult to detect and attack in the thick of battle. These techniques are collectively known as Fade, and grants a large evasive bonus (25%) to the Rogue, even more so if allies are present nearby (40%).

demonfactor/HALLWRECKER [EX+]
This ability doubles the Rogue’s agility and aids in concealing their presence, enabling them to sneak past enemy ranks with ease. Given the many tools at the Rogue’s disposal, this could wreak havoc in enemy lines, with knives suddenly planted in doublets, and friend being turned against friend. The effectiveness of this technique depends largely on the Rogue’s wit and individual capabilities, but when used correctly, it is truly a force to be reckoned with. Hallwrecker can be used up to three times a day, with at least one-hour intervals between uses.

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The Rogue is among the fastest of all classes, and their physical strength is quite respectable, but their true strength lies in the miscellaneous tricks up their sleeve. Aside from the regular pickpocketing and cons, they are also extremely cunning, able to manipulate the opponent's psychology, turning them against each other: this is especially effective in the thick of battle. They can equip knives or bows, but can only equip light clothing as armor. Their personal skills should focus on actual thievery (y'know, abilities that would help them pick others' pockets/con others), or perhaps boost their evasive capabilities and agility.


ACROBATS may be daredevils of questionable sanity, but few will argue that they are anything but deadly. In battle, they transform into a raging storm of knives and fire and death, devastating all who stand in their way with lightning-quick speed and lethal accuracy.
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active/THOUSAND KNIVES [B]
A skill that involves the Acrobat procuring an uncountable amount of knives, seemingly out of thin air, and throwing them at their enemies in rapid succession. The unrelenting rain of sharp objects deals moderate damage to all enemies within range, and has a 25% chance of inflicting Disable, preventing action, and another 25% chance of inflicting Immobilization, preventing movement.

passive/SOULEATER [B]
It is often said that the Acrobat's knives are imbued with powerful dark magic that sucks out the very souls of their enemies. Many mark this theory as baseless speculation, but they can come up with no other explanation as to why the Acrobat gains 20% of their maximum health back after successfully incapacitating or killing an enemy.

demonfactor/MOLOTOV FIRESTORM [EX+]
The Acrobat surrounds himself with an array of molotov cocktails, and engages in a stunning display of pyrotechnics that is every bit as beautiful as it is deadly. The skill deals heavy fire-elemental damage to all enemies within a ten-meter radius, and has a 50% chance of inflicting the Berserk debuff, which boosts the victim's physical strength, but significantly decreases their defenses. It is possible for the technique to inflict friendly fire, but the Acrobat can usually control his cocktails well enough to avoid such occurences. Molotov Firestorm can only be used up to four times a day, with at least thirty-minute intervals in between uses.

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The Acrobat is very much an offensively-minded class, with a stat spread that favors physical attack and speed, and a myriad of offensive skills at its disposal. They exclusively equip knives, and can don only light clothing as armor. As previously mentioned, they have excellent physical attack and agility, but are rather lacking in other areas, especially magical attack and magical defense. Their personal skills should give them more offensive skills, or perhaps increase their durability in some manner, because the Acrobat's meager defenses leave him in constant danger of incapacitation.


DOOMCASTERS forge alliances with forces from beyond this world, accessing a power seldom understood outside their circles. Although their magic is of a single element--Dark--the exclusive nature of their skills make them unpredictable adversaries on the field of battle.
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active/SPIROMANCY [A-]
A specialization of Doomcasters that is considered experimental at best, Spiromancy is an art that tugs at the veil separating the world of the living and that of the dead, creating holes just big enough for spirits to pass through. These spirits are rather unpredictable in nature, and may harbor malevolence towards even the caster, but should the Doomcaster successfully place the spirit under their control, the strength of their magic could increase by up to a factor of three. Advanced forms of Spiromancy may place spirits into catalysts in the form of various inanimate objects, giving them liberty to act as they please, but the risks involved drive most to forsake this option in favor to its safer, more controllable version.

passive/HAND OF HADES [C+]
The Hand of Hades is an artificial limb constructed of dark energies drawn by Doomcasters from another dimension. The Hand protrudes from a portable portal and may assist the Doomcaster in performing their magic. However, as the Hand extends only to the wrist and has no physical dexterity, it cannot ostensibly be used for combat in the traditional sense. However, the Hand's presence increases the power of the Doomcaster's dark-elemental spells by 20%.

demonfactor/FORCED OBEDIENCE [EX+]
A solution to Spiromancy’s most fatal shortcoming, Forced Obedience completely usurps the liberty of summoned spirits, placing their consciousness under the command of the Doomcaster through the sheer force of their dark magic. As such, spirits placed into catalysts unquestioningly heeds the command of the Doomcaster, turning them into effective, fearless killing machines.

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Doomcasters are bread and butter spellcasters--they can equip staves and rods, which boosts their magical power, and robes, which boosts their resistance (aka magical defense). Doomcasters get inherent access to Low-tier, Mid-tier, and High-tier Doomcast, and through skill-based magic may access Top-tier Doomcast. Additionally, they have inherent access to Low-tier Primary Elecast, and through skill-based magic may access Mid-tier Primary Elecast and Low-tier Secondary Elecast. Doomcasters' personal skills should focus on their offense, perhaps broadening their repertoire beyond just dark magic.


Time and space both bend to the will of the ASTRALCASTER. Although these versatile mages usually fill a supportive role, what with their portfolio containing multiple buff and debuff spells, they can be devastating offense units should the need arise.
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CLASS SKILLS
active/SPACIAL REND [B+]
Spacial Rend is a technique that draws inspiration from an attack used by an ancient Ivalicean pagan god. It involves the usage of the Astralcaster's considerable power over spacetime to cause a distortion in the very fabric of the world, releasing a wave of energy packed with pure destructive potential. Because the Astralcaster is primarily a support class, Spacial Rend adds a much-needed boost to their subpar offensive magic repertoire.

passive/WARPED SPACE [B-]
Due to their frequent dealings in spacetime manipulation, the very fabric of the world in the Astralcaster's immediate surroundings is slightly, but perpetually warped. Projectiles that enter this warped space will find it extremely difficult to find their target: as such, the Astralcaster receives a 30% boost in evasion against all physical ranged attacks.

demonfactor/TEMPORAL FLOW [EX+]
A technique that alters the very flow of time itself within a seven-meter radius of the caster, Temporal Flow bestows the Haste buff to all allies within its area of effect, while enemies that get caught up in it are instead inflicted with the Slow debuff. While the Temporal Flow does impose a rather large toll on one's magical reserves, the Astralcaster can maintain it for long periods of time: instances where Temporal Flow is continuously activated for periods of thirty minutes are possible, though very taxing on the caster.

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Astralcasters are powerful support units, with a spell portfolio that grants them access to powerful buffs like Haste and Reflect, and debilitating debuffs like Slow and Stop. Their equipment options are starndard mage fare: staves or rods as weapons, and robes as armor. They can inherently access Low-tier, Mid-tier, and High-tier Astralcast, and can access Top-tier Astralcast through skill-based magic. Their skills should focus on letting them access Top-tier Astralcast: Slowga and especially Hastega are some of the most powerful support spells in the RP. They can also benefit from a bit more of variety in their offensive magic options, and maybe some skills to increase their longevity, in an attempt to make up for their rather lackluster defenses.


Swift fighters who charge into battle brandishing their trusty whips, SNITCHES capitalize on their blistering speed to engage in sporadic assaults on their foes; the enemy's attacks, on the other hand, will find it difficult to even graze the tiny frames of these agile warriors.
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active/FLAMETONGUE [B]
Flametongue imbues the Snitch's whip with potent fire magic not unlike the one found in the Acrobat's Molotov Firestorm. It increases the damage done by all of the Snitch's whip attacks by 25%, and has a 30% chance of inflicting Berserk (heightens strength; significantly lowers defense) each time the hit connects. Furthermore, it also provides a 30% bonus to the Snitch's damage output when fighting against monsters.

passive/SWIFT VENGEANCE [B]
When the Snitch is successfully hit by a physical attack, there is a 10% chance that he will gain the Haste buff, which dramatically increases both movement and attack speed. If the Snitch's health is below 50% of his maximum, then his chance of receiving the Haste buff increases to 30%.

demonfactor/BRYNHILDR [EX+]
A legendary whip wielded by the legendary Whipmaster Seven, Brynhildr is a fabled whip imbued with powerful explosive magic: should it make contact with a solid object, a blast will detonate on said object or person, inflicting damage comparable to Mid-tier Primary Elecast. Furthermore, the blast has a knockback effect on the target, and thus they might fall or become in some other way disoriented. Brynhildr can be used up to twice a day, and each use will grant the Snitch access to the legendary weapon for seven minutes. While this might not seem like much, the Snitch's high agility and the fact that the whip is a ranged weapon significantly augment the technique's usefulness.

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The Snitch is a stark contrast to its fellow whip-wielder, the nu mou Beater: they are among the RP's fastest classes, but they cannot even come close to dealing the amount of damage that the Beater regularly dishes out. They exclusively equip whips, and can only don light clothing as armor. Aside from their excellent agility, Snitches don't have much to write home about by way of stats: their physical strength is serviceable, though nowhere near the behemoth strength of their nu mou counterpart, and all of their other stats are mediocre. Their personal skill should focus on remedying their problematically weak physical strength, as well as allowing them to access more whip techniques.


Pale Death grows out of the barrel of an OUTLAW's gun. Though frail and quite slow, these elite snipers can open fire at enemies from a borderline ridiculous distance, and their magic bullets inflict both damage and ailment with impeccable accuracy.
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active/SUPPRESSIVE FIRE [B]
A technique that imbues the loaded bullet with magic; if the bullet hits its mark, the target takes a moderate amount of damage, and has a 50% chance of being afflicted with Immobilize (preventing movement), Disable (preventing action), and Silence (preventing the usage of magic). The three ailments are calculated separately (so the target can be afflicted with all three ailments, none at all, or some combination of the three).

passive/BLUR [B]
A skill that makes one seem incredibly out of focus from a distance, Blur guarantees that all gun- and hand cannon-based attacks aimed at the Outlaw will miss. It also grants a 30% boost to the Outlaw's evasion rate against arrows.

demonfactor/HEADSHOT [EX+]
While Headshot is active, all of the Outlaw's gun-based attacks become 50% more powerful, and has a 30% chance of inflicting Addle (preventing the usage of skills), Blind (dramatically lowering accuracy), and Confuse (negating the ability to tell friend from foe). These percentages are calculated separately: the target may become afflicted by all three ailments, none at all, or a combination of the three. Headshot lasts for ten minutes per use, and can be used twice per day, with at least a one-hour interval in between uses.

relevant information
The Outlaw is the only class capable of using guns, the longest-distance ranged weapon in the RP. Though they are technically a physical class, they have a sizable magical reserve; this is just as well, since most of their magic bullet techniques rely on it. They equip guns exclusively, and can don only light clothing as armor. They have high physical strength and respectable magic power, but they are rather lacking in all other areas. Their personal skills should give them access to more gun techniques to use, or improve their middling agility in some manner.


The BLAST KNIGHT is a no-frills, no-nonsense cannoneer whose sole purpose is to deal as much damage to as many opponents as possible. The blasts created by their cannons can hit a large area in a single shot, and maintain their power even over long distances.
Spoiler:
active/MORTAR [B+]
A massively powerful shot is fired from the Blast Knight's cannon, dealing 1.5x the amount of damage of the Blast Knight's regular attack, and hitting a 50% bigger area of effect. Mortar has a charging time of five to ten seconds, and deals recoil to the Blast Knight equal to 10% of their maximum health.

passive/BALLISTICS MASTERY [B-]
The Blast Knight's mastery over cannons exceed even that of their fellow cannon-wielders, the Engineers; this familiarity endows them with certain perks when wielding a cannon in battle. Ballistics Mastery boosts the damage that a Blast Knight deals towards flying units (gria and various monsters) by 20%. It also increases the damage done to characters wearing light clothing and robes by 10%.

demonfactor/RAPID FIRE [EX+]
The first four shots fired from the Blast Knight's cannon after Rapid Fire has been activated become immediately encoated in a fiery sphere, which gradually grows in size as it approaches the enemy. Shot from an appropriate range, the fiery sphere will have grown enough to swallow a viera (the tallest race in Ivalice) whole. Each of these flame spheres are comparable in strength to Firaga, and due to their projectile nature, the damage they inflict is not limited to a single area; rather, all who stands in their path are caught up in the unforgiving blaze. Rapid Fire can only be used twice per day, with intervals of at least one hour in between uses.

relevant information
Blast Knight is the second most offensively powerful moogle class, bested only by the Grenadier. They have excellent constitution, capable of lugging around their huge weapons with a strength that belies their tiny frames. They exclusively equip cannons as weapons, and can don light armor. They are tied with the Sentinel for the highest attack stat of all moogle classes, and their physical defense is rock-solid. However, their magical stats are quite low, and the size of their weaponry makes their agility subpar at best. Their personal skills should capitalize on their titanic strength and the fact that they are ranged units, or patch up the Blast Knight's meager speed in some way.


The GRENADIER uses his ingenuity and technological affinity to craft potent explosives from junkyard scrap and cheap chemicals. The bombs borne of this moogle prodigy's brilliance can be used from afar, and, once detonated, are devastatingly powerful.
Spoiler:
active/TOXIC SHELL [B]
Toxic Shell is a bomb containing highly toxic ingredients: once it detonates, it inflicts heavy damage to all units within a five-meter radius of its detonation spot and inflicts the Poison debuff (deals small amounts of damage over a long period of time). Crafting Toxic Shell mid-battle takes around three minutes' time.

passive/SON OF ANARCHY [B]
Due to the demands of their discipline, Grenadiers only equip gears that are resistant to explosions. These gears make Grenadiers completely impervious to damage from bomb-based damage (although if the bomb skill also inflicts a status ailment, like Toxic Shell inflicts poison, then they can still be afflicted with said ailment). Furthermore, they also take 75% less damage from cannon shots.

demonfactor/ULTIMA BOMB [EX+]
A masterpiece of a bomb that seeks to emulate the fabled Ultima spell, the Ultima Bomb, once detonates, deals massive holy-elemental damage to all units within a ten-meter radius of its detonation spot. It is considered a magical attack, but it is not affected by Reflect and ignores the targets' magical defense stat. Particularly useful when fighting against swarms of weaker enemies, who can be annihilated in one shot by the powerful technique. Ultima Bomb can only be used twice per day; before each use, a preparation time of ten minutes is necessary to piece the bomb together.

relevant information
The Grenadier is a high-risk, high-reward class: it is extremely susceptible to inflicting friendly fire, and unlike, say, the Acrobat's Molotov Firestorm, the Grenadier has no way of preventing it from happening. At the same time, Grenadiers do need the presence of allies close by: their bombs often need to be crafted mid-battle, leaving them vulnerable to enemy attacks while they fumble with scraps and chemicals. They can only carry four ready-to-use bombs into battle; after those have been used up, they would have to piece them together mid-battle. The Grenadier technically fights barehanded: while their primary method of dealing damage is by using bombs, those are more expendable items then they are equipment. They exclusively equip a unique type of armor called Bomber Garbs, which is the source of their Son of Anarchy passive ability. They have solid stats all around, with nothing in particular being excellent (their bombs do not rely on the attack stat). Their personal skills should focus on their offensive skills: give their bomb techniques more variety!


Powerful moogle knights who fight while mounted upon their chocobo steeds, the CAVALIER's superior movement speed allows him to blister through enemy ranks, hacking and slashing at anything and anyone who stands in their way.
Spoiler:
active/CHOCOCRAFT [A]
Usable only if the Cavalier is mounted upon a chocobo. Chococraft is a skill that involves the Cavalier commanding his steed to use its special skill, which varies from species to species. Below are the possibilities:
  • Yellow Chocobo: Choco Rush (doubles damage done, but halves accuracy)
  • Green Chocobo: Choco Refresh (removes all status ailments from target)
  • White Chocobo: Choco Recharge (restores a moderate amount to the target's magical reserves)
  • Brown Chocobo: Choco Guard (raises the target's physical and magical defenses by 25%, and bestows the Regen buff, healing small amounts of HP over a long period of time)
  • Red Chocobo Choco Meteor (sends a small meteorite hurtling down from the sky, dealing heavy fire-elemental damage to a single enemy).
  • Black Chocobo: Choco Flame (fires a projectile fireball at the enemy, dealing moderate fire-elemental damage to multiple enemies).
In addition, all chocobo species have access to the following techniques:
  • Choco Beak: Attacks, inflicting 1.25x the amount of damage that the Cavalier would have done were he unmounted.
  • Choco Cure: Restores HP; the amount restored is equal to the Cure spell.
  • Choco Barrier: Casts Protect and Shell on the Cavalier.

passive/CHOCO FLIGHT [C]
The Cavalier is able to command their chocobo to fly over short distances. Chocobo are much slower fliers than they are runners, and thus the Cavalier is more vulnerable to attacks while airborne. Choco Flight can only be active for three minutes at a time, and an interval of at least fifteen minutes is required in between uses.

demonfactor/TRANSCENDENCE [EX+]
Transcendence is an ability that temporarily transforms the Cavalier's steed into the legendary Gold Chocobo. While mounted upon the Gold Chocobo, the Cavalier gains a 50% boost to his physical strength and agility. Furthermore, the Gold Chocobo is capable of accessing all Chococraft abilities from all chocobo species, exponentially increasing the Cavalier's versatility. Transcendence will only last around fifteen minutes, but the technique can be used up to three times a day, provided with forty-five minute intervals in between uses.

relevant information
The Cavalier has two main selling points: while mounted, they boast by far the highest movement speed of all classes, able to travel miles in a matter of seconds. They are also very versatile: Chococraft bestows upon them four skills in one, and the fourth and most powerful one can even be selected to their liking. They wield swords and spears in combat, and can equip light armor. While unmounted, they have high physical strength, and are adequate in all other areas. While mounted, they gain a massive boost in speed and a significant boost in one of the following stats: attack (Yellow Chocobo), defense (Brown Chocobo), magical power (Red Chocobo, Black Chocobo), or magical defense (Green Chocobo, White Chocobo). Their personal skills should expand on their options on the physical side: some sword/spear techniques would be a welcome addition to their repertoire.



Though one would not think it to look on them, the SEEQ are remarkably quick and agile, making for formidable foes and valued allies. They are not, however, terribly bright, and their moral compass has lost all direction. They lust for gold, jewels, and the like, often adorning their bodies with such, whether ill-gotten or otherwise.

SEEQ CLASSES
Spoiler:
Resourceful fighters whose expertise in embezzlement have amassed them quite the stash of odd items and trinkets, SCAVENGERS have an item to suit any situation: from common loot hardly worth selling in bazaars to rare treasures worth their weight in gold.
Spoiler:
active/PILLAGE [B+]
Much like the Champion's Mug skill, Pillage damages and purloins in one fell swoop. While the damage done by Pillage is quite a bit less than what a regular attack would inflict, it is still a very powerful skill for one reason: it has the ability to steal the target's equipment. Should the attack connect, there is a possibility that the opponent's items, headgear, shield, or armor would be pilfered (the chances of which are 30%, 30%, 20%, and 10%, respectively; there is a 10% chance that nothing at all would be stolen). Items that could be stolen include Potion (restores health), Hi-Potion (restores more health), Phoenix Down (revives incapacitated unit), Ether (restores magical reserve), and Remedy (cures all status ailments). Should the technique target a piece of equipment that the target does not possess (Pillage: Shield against a unit without a shield), then the stealing aspect of the technique will fail--the damage will still connect.

passive/REVERSE CURATIVES [B-]
When used by the Scavenger, the medicinal properties of curative items are turned into toxic ones. What this entails is that items that would normally heal the target (e.g. Potion) would instead damage them, and items that would normally cure status ailments (e.g. Antidote) would instead inflict them. This ability can only be used with the two aforementioned item types (no instant incapacitation through Phoenix Down, sorry).

demonfactor/REPLICATE EFFECT [EX+]
While in the Replicate Effect state, all items used by the Scavenger are activated three times. This means that his Potions and Ethers become three times more effective, and his Knots of Rust and Dark Matters three times more powerful (for those who aren't familiar with FFTA2: Knot of Rust and Dark Matter are damaging items). While the skill's usefulness is determined largely by the type and amount of items in the Scavenger's possession, when properly used, the Scavenger can turn into a healer more potent than the Holycaster and an offensive unit more powerful than the Reaver, all rolled into one package. Replicate Effect lasts for fifteen minutes per use, and can be used twice a day, with at least a two-hour interval in between uses.

relevant information
Scavenger is an extremely pricey class: it is very reliant upon items, and can burn through funds quickly if not balanced out in some way. Thankfully, with some luck, their Pillage skill might do just that: pieces of equipment, armor most of all, are considered to be of great value, and the trade-off might even leave the Scavenger with a positive balance. Scavengers exclusively equip knives as weapons, and light clothing as armor. They are the fastest of all Seeq classes, and their physical strength is serviceable, but all of their other stats are middling at best. Their personal skills should enhance their affinity with items even further: Replicate Effect in conjunction with Reverse Curatives can already produce some potent combinations; another skill in the mix and the Scavenger could truly be a force to be reckoned with.


SAVAGES defy the conventions of battle, and adhere to no rules but their own. They charge into battle protected by what only the generous would dub a loincloth, and yet their blinding speed and powerful, bludgeoning attacks leave opponents no room for retaliation.
Spoiler:
active/GUARDBREAK [B-]
A technique that involves the Savage forcefully pummeling their opponents repeatedly, Guardbreak deals a moderate amount of damage to units that equip light or heavy armor, and breaks the aforementioned piece of equipment. If Guardbreak is used on a unit that equips light clothing, garbs, robes, or no armor at all, it deals 20% heavier damage, but has no added effect.

passive/FREE FIGHTER [B+]
Savages are warriors whose techniques heavily rely on their agility and freedom of movement. They consider donning armors to be distracting and counterproductive, and prefers to instead rely on their battle-tempered bodies for protection. As such, while the Savage has no armor equipped, both his physical strength and agility are increased by 30%.

demonfactor/MERCIFUL SLAUGHTER [EX+]
A powerful technique that enhances the Savage's effectiveness against weakened units. While Merciful Slaughter is active, all damage that the Savage does against enemies with health below 20% of their maximum health is increased by 50%; if the enemy is incapacitated by the Savage's attack, up to 20% of the Savage's own health will be restored. If the enemy is killed instead, then up to 50% of the Savage's health will be restored. Merciful Slaughter is a very lenient technique: it can be used for up to 20 minutes per use, and can be used four times per day, with only thirty minute intervals required in between uses.

relevant information
Savages are all-out offensive units that are not unlike the bangaa Reaver: they deal massive amounts of damage, but can't take much in return. Their stats are pretty much standard glass cannon fare: fantastic physical strength and agility, abysmal in all other areas. They exclusively equip knuckles in combat, and can still deal pretty good damage barehanded. They can wear light clothing, but doing so would disable their passive skill, Free Fighter. Their personal skills should enhance their durability in some manner (a hit-and-run skill would be very powerful on the Savage) or perhaps even work towards making them even more of a glass cannon.


The art of the CORSAIR was first born in the crucible of brutal naval skirmishes, and yet few would argue that their techniques are any less formidable on dry land. These vicious warriors overwhelm opponents with their axe, and send lightning roaring through enemy ranks.
Spoiler:
active/MUTINOUS DOG! [C+]
Mutinous Dog! is a technique that deals 1.5x the normal amount of damage to foes afflicted with Charm or Confuse. Unlike normal attacks, Mutinous Dog! does not remove the status effect from the target. It can also be used on allies, in which case it deals 0.1x the normal amount of damage, and removes the status ailment.

passive/LORD GRAYRL'S TUNE [A-]
A sea shanty commonly sung by seafaring Corsairs as they hack and slash through the enemy ranks, Lord Grayrl's Tune is a masterful composition designed to instill vigor and enthusiasm to all who hears it. Found to be no less effective in grounded combat, the shanty grants a 15% boost to the physical strength and agility of allies within a 10-meter radius of the Corsair, and an additional 10% to both parameters of allies within a 5-meter radius.

(PS. While Lord Grayrl's Tune might seem like an active skill at first glance, the Corsair sings it incessantly during combat, and thus its effects are perpetual save for when the Corsair talks to others etc.)

demonfactor/SYLDRA [EX+]
Using this technique, the Corsair calls upon the help of benevolent sea serpents known as the Syldra, who aids seafaring men in making their journey across the ocean. Once summoned, the Syldra will aid the Corsair in combat for ten minutes. Syldra are powerful beings, capable of raising causing thunderstorms (Thundara, Thundaga) and raising tidal waves (Watera, Waterga), but its most powerful technique is Tsunami, which floods the battlefield and deals damage to both the health and magical reserves to all enemies (allies are also hit, but they take 50% less damage). Syldra can be summoned three times a day, with at least one-hour intervals in between.

relevant information
The Corsair is a powerful hybrid class capable of dealing both physical and magical damage. While they are more skewed towards the physical spectrum, they are capable of casting -ja level magic--a feat that not many hybrid classes can claim to achieve. They can equip axes and swords (axes are much preferred, because they have much more destructive potential), and don light clothing as armor. They have excellent physical strength and agility, and good magical power, but their defenses are rather lackluster. Corsairs have inherent access to Thunder and Thundara, and through skill-based magic may access Thundaga and Thundaja. They should focus their personal skills on learning one or both of these spells, as well as on bolstering their weak defenses.


DARKBLADES are mighty warriors who derive power from arcane sources, imbuing their sword with a dark force that exponentially increases their strength. Sword in hand, they mercilessly ravage their enemies with their formidable strength and dynamic swordplay.
Spoiler:
active/RAZZLE-DAZZLE [B]
A technique that makes use of the dark energy that perpetually permeates on the Darkblade's person, Razzle-Dazzle deals damage to all enemies within a 2-meter radius of the Darkblade, and restores his health equal to half of the total damage that the technique inflicted.

passive/THRILL OF THE BATTLE [B]
Darkblades are bloodthirsty warriors who find great joy in the trials and tribulations of war. They revel in crossing blades with strong enemies, and feels exhilaration in knowing that the battle might go either way. As such, Darkblades receive a 30% boost to their physical strength and agility while fighting with under 50% of their maximum health.

demonfactor/DARKSIDE [EX+]
A technique that exponentially increases the amount of dark energy permeating the Darkblade's person. While under the effects of the Dark Side, all of the Darkblade's parameters are increased by 25%, and the power of all of their dark-energy-based techniques are increased by 50%. This state continually consumes their magical reserves, of which Darkblades don't have very much: once their magical reserves have been completely depleted, Darkside's effects fade. However, this technique can be activated as much and as long as they like, provided that their magical reserves have not been completely emptied out.

relevant information
The Darkblade is the closest thing the Seeq has to a balanced class: they are still very much skewed towards offense, but they take hits quite well, and has the Razzle-Dazzle skill, which can drain the opponent's health. They can equip any type of swords, and don light clothing or light armor (the former is preferred, so as to avoid hindering their agility). They boast excellent physical attack and agility, and their magical power and physical defense stats are serviceable enough. Their magical defense stat, however, leaves much to be desired. Their personal skills should give them more offensive techniques, perhaps ones that consume health so they could get in range of Thrill of the Battle.



Draconic wings and tail adorn this peculiar race. GRIA are able to fly for short distances, and move without hindrance across the battlefield. They prefer a weapon's cold steel to the subtle arts of magick, eagerly taking to the front lines.

GRIA CLASSES
Spoiler:
Seasoned warriors who have spent their entire lives fighting on the wing, the FALCON uses brute strength to crush the opposition. Their mastery over a large variety of weapons and formidable knowledge of combat make them deadly opponents to face on the battlefield.
Spoiler:
active/BULWARK [B]
Bulwark is a technique that involves the Falcon taking a defensive stance, negating all damage that comes her way, be they physical or magical. While it is a powerful technique, its disadvantages are threefold: while it is active, the Falcon will always be hit by all attacks that inflict status ailment (if it comes with damage, as is the case with the Grenadier's Toxic Shell, the damage will still be negated, but the ailment stays), they cannot attack while in this stance, and it cannot be used for more than ten minutes at a time (a thirty-minute interval is required prior to reuse).

passive/UNSCARRED [B]
The Falcon is a warrior with a very offensive fighting style: while their health is on the 75% mark or higher, they are much more ferocious and reckless in their attacks, giving them a 25% boost to their physical strength and agility.

demonfactor/TRIAL BY FIRE [EX+]
A technique that engulfs the Falcon's entire body in flames, Trial by Fire increases all of the Falcon's parameters by 30%. The flames surrounding her body makes her impervious to ranged attacks, and adds the fire element to all of her physical attacks. Furthermore, Trial by Fire grants the Falcon access to the Fire line of spells (Fire, Fira, Firaga, Firaja), though their effectiveness is hindered by the Falcon's subpar magical power and limited magical reserves. Trial by Fire can only be used twice a day, with an interval of at least two hours in between uses. Each use lasts for fifteen minutes.

relevant information
The Falcon is an all-purpose unit: though her stats are geared more towards physical offense, her skills greatly increases her durability, and even lets her become a fairly potent magical unit. Falcons can equip swords, spears, and axes with equal skill, and can don light clothes and light armor. Their physical attack stat is very high, and all their other stats are passable enough. Their personal skills should focus on giving them offensive skills, since they are rather lacking in that department.


BOWMASTERS are proud warriors trained in the ways of the greatbow, which are known to deal significantly more damage than the normal bow wielded by the Marksman. These sharpshooters are built to kill, unleashing volleys of arrows at an extremely high speed.
Spoiler:
CLASS SKILLS
active/THUNDERBIRD [B]
Thunderbird is a moniker granted to the Bowmaster’s special arrows, crafted of aged oak wood, silvril, mysidian alloy, and the feathers of a Black Chocobo. Extremely precise and powerful (+50% physical damage and accuracy than normal when used), Thunderbirds are considered a treasure amongst bow-wielders; however, since the technique of its creation is so difficult (not to mention closely-guarded), it is seldom seen outside the possession of Bowmasters. Thunderbirds are extremely expensive and difficult to make, so even among Bowmasters, it is used very sparingly: at most fifteen bolts a day.

passive/RAINING ARROWS [B]
When it comes to pure proficiency with ranged weapons, the Bowmaster easily outpaces his long-ranged brethren. They are able to shoot three arrows, each with a different target, with a single draw of the bowstring, while still maintaining decent accuracy at all three of their targets. They are also nimble-handed, able to reload their bow with arrows almost instantly, resulting in extremely high firepower.

demonfactor/THE GOLDEN ARCHER [EX+]
The Golden Archer is a mysterious historical figure, said to be the liberator of West Anarika, and idolized by bow-wielders everywhere. While taking up the mantle of this fabled hero, Bowmasters get a 25% boost to all their parameters for a moderate amount of time, and their ranged attacks cannot miss. Because the time limit of this technique is rather lenient (at most fifteen minutes), it is one of the more reliable demon factor skills; however, it cannot be used more than twice per day.

relevant information
Bowmasters can only equip light clothing as their armor, but can utilize any type of bow as their weapon. They are more powerful and durable than Marksmen: they possess high attack power, and adequate speed and defenses, but lack the Marksman's miscellaneous tricks, instead functioning as a straight-up ranged unit. It is recommended to focus their personal skills to further boost their offenses, to better strike an enemy down before they can retaliate.


Cold steel and wicked gales are the weapons of the AEROSMITH. These daughters of the sky soar high over the battlefield, weakening their opponents with powerful wind magic before swooping down to finish them with fearsome blade techniques.
Spoiler:
active/STRIKEBACK [B]
A skill that emphasizes the Aerosmith's reflexes, Strikeback involves honing one's concentration to detect the slightest of movements, and formulate a way to both dodge and counterattack in one fell swoop. While Strikeback is active, the Aerosmith cannot actively seek out opponents or attack, and instead must stay rooted to the spot to detect incoming attacks; however, should she be assaulted, then she will dodge the strike and unleash a powerful barrage of attacks in retaliation.

passive/DOUBLEHAND [B]
The Aerosmith is strong warrior perfectly capable to use towering broadswords no less weighty than themselves; however, their discipline is one that relies much on their ability of flight, and carrying such heavy weapons can prove to be strenuous towards their wings. Therefore, the Aerosmith usually only attacks using light, one-handed weapons, but to maintain destructive power, wields them as one would a two-handed one. As such, when the Aerosmith attacks while equipped with a one-handed weapon, their damage output is increased by 30%.

demonfactor/STORMY SOIL [EX+]
A technique that creates a dome of strong wind currents that expands radially outwards from where the Aerosmith stands; all units, friendly or otherwise, caught up in the storm will suffer continuous damage for a period of 30 seconds. The dome has a diameter of fifteen meters, and should a unit be caught up in the storm for the entirety of the 30 second period, then they would have taken damage equal to that of two Aeroja spells. Stormy Soil can be used four times a day, with an interval of at least twenty minutes in between uses.

relevant information
From a functional viewpoint, the Aerosmith very much resembles the seeq Corsair: they are both powerful hybrid units, with access to only a single element of magic. They can equip any type of swords and spears, though one should keep in mind that Doublehand will only be active while wielding one-handed weapons. They are very well-rounded stat-wise: they have great physical and magical powers, good agility, and passable defenses. Aerosmith get inherent access to Aero and Aera, and through skill-based magic may access Aeroga and Aeroja. Their personal skills should let them access one of both of those spells, and perhaps work on enhancing their good-but-not-great stats.


Only kiltias who have travelled to the peak of Mt. Bur-Omisace and gained the blessings of the Gran Kiltias may call themselves PILGRIMS. Favored by Faram the Father, these pious disciples of the Light are able to call forth the holy beings of Kiltia to aid them in battle.
Spoiler:
active/HALLOWED GROUND [A-]
A skill that bestows sanctification upon the very soil on which the Pilgrim stands, preventing all living beings who bear malicious intent towards the caster and their allies from entering. Hallowed Ground encompasses an area with a radius of ten meters from the Pilgrim's location, effectively preventing all close-range attacks to the Pilgrim and nearby allies. Since it is a skill that is activated through detection of malice, however, it does not in any way affect long-ranged attacks such as arrows or projectile spells. The skill can be activated as many times as the Pilgrim needs, but its effects will be negated once it has been used for a total of sixty minutes or more per day.

passive/BOOK OF FARAM [C+]
One of the holy texts of the Light of Kiltia, with the stated purpose of aiding disciples of the Light whose work demands them to cross swords with others. The Book of Faram contains directions on petitioning various gods of the Kiltia pantheon for their aid in battle, granting the Pilgrim the ability to use Low-tier Secondary Elecast.

demonfactor/HEAVEN'S FEEL [EX+]
A skill that instills the Pilgrim with incredible divine powers, Heaven's Feel increases all of the Pilgrim's parameters by 10% and bestows a number of powerful benefits. While active, the Pilgrim can utilize Evocation at half the MP cost, and the potency of their summoned creature's magic is increased by 50% (where applicable). Furthermore, they also gain access to the spells Holyra and Holyga, which, coming off of their solid magical power stat, can deal quite a bit of damage. Heaven's Feel can only be active for 15 minutes at a time, and may be used three times a day, with an interval of at least 45 minutes in between uses.

relevant information
The Pilgrim, being the only class capable of using Evocation magic (save for the Call Avatar skill), are very extremely powerful supportive units. While Evocation is strictly supportive in nature, their skill Book of Faram does grant them some offensive presence. They can equip poles and staves as weapons, and robes as armor. Their magical power is quite high, and unlike most magical units, their defenses are solid. However, they are by far the slowest class among the gria (which is not a particularly agile race to begin with) and have barely any physical power to speak of. Pilgrims have inherent access to Low-tier, Mid-tier, and High-tier Evocation, and may access its top tier through skill-based magic. Phoenix and Eden are two of the costliest spells in the RP in terms of value points, but they are exceedingly powerful, and so it is recommended that they be learned anyway. Their good-but-not-great magical power should also be boosted in some manner to boost the potency of their magic.

magic: an explanation + reference guide



In this RP, magic is divided into two main categories: inherent magic, which is added to the character's repertoire simply by virtue of being a certain class, and skill-based magic, which occupies a character's skill slot. All magical classes have access to a certain kind of inherent magic: these usually only go up to mid-tier (-ra level, e.g. Blizzara, Cura) or high-tier (-ga level, e.g. Blizzaga, Curaga); to go higher (e.g. Blizzaja, Curaja) would require skill-based magic. As such, the potency of a character's magic largely hinges on their class and skill configurations.

Below are magic that are commonly found across Ivalice, and their classifications:

Spoiler:
Holycast aka healing magic, white magic
This branch of magic focuses on helping the caster's allies, healing their wounds and restoring their health. It can also bestow buffs to enhance an ally's survivability, raise allies back from incapacitation, and remove status ailments.
Spoiler:
Low-tier:
  • Cure (restores HP to multiple targets) [C-]
  • Protect (buff, reduces physical damage taken) [C]
  • Shell (buff, reduces magical damage taken) [C]

Mid-tier:
  • Cura (restores more HP to multiple targets) [C+]
  • Esuna (cures physical status ailments e.g. Blind, Disable) [C+]
  • Raise (brings an ally back from incapacitation) [B-]

High-tier:
  • Curaga (restores even more HP to multiple targets) [B]
  • Arise (brings an ally back from incapacitation with full health) [B+]
  • Refresh (cures all status ailments) [B+]

Top-tier:
  • Curaja (fully restores HP to multiple targets) [A]
  • Reraise (buff, when the target becomes incapacitated, they are automatically revived) [A]


Doomcast aka dark magic
This branch of magic is almost entirely unique to Doomcasters, and is exclusively Dark-elemental. Although focused mainly on direct damage, some Doomcast spells deal in inflicting status ailments on their target.
Spoiler:
Low-tier:
  • Dark (inflicts Dark-elemental damage) [C-]
  • Confound (inflicts Confuse, rendering the target unable of differentiating friend from foe) [C]

Mid-tier:
  • Darkra (inflicts moderately powerful Dark-elemental damage) [C+]
  • Curse (inflicts Addle, rendering the target unable to use their skills) [C+]

High-tier:
  • Darkga (inflicts powerful Dark-elemental damage) [B]
  • Logos (lowers the target's Attack and inflicts Charm, making the target mistake friend for foe, and foe for friend) [B+]

Top-tier:
  • Darkja (inflicts extremely powerful Dark-elemental damage) [A]


Primary Elecast aka black magic, basic magic
This branch deals with the three basic elements of Ivalicean magic: Fire, Thunder, and Ice. It is a strictly offensive branch of magic, dealing elemental damage and nothing else.
Spoiler:
Low-tier:
  • Fire (inflicts Fire-elemental damage) [C-]
  • Thunder (inflicts Lightning-elemental damage) [C-]
  • Blizzard (inflicts Ice-elemental damage) [C-]

Mid-tier:
  • Fira (inflicts moderately powerful Fire-elemental damage) [C+]
  • Thundara (inflicts moderately powerful Lightning-elemental damage) [C+]
  • Blizzara (inflicts moderately powerful Ice-elemental damage) [C+]
High-tier:
  • Firaga (inflicts powerful Fire-elemental damage) [B]
  • Thundaga (inflicts powerful Lightning-elemental damage) [B]
  • Blizzaga (inflicts powerful Ice-elemental damage) [B]

Top-tier:
  • Firaja (inflicts extremely powerful Fire-elemental damage) [A]
  • Thundaja (inflicts extremely powerful Lightning-elemental damage) [A]
  • Blizzaja (inflicts extremely powerful Ice-elemental damage) [A]


Secondary Elecast aka intercession, advanced magic
This branch deals with the three advanced elements of Ivalicean magic: Wind, Water, and Holy. It is a strictly offensive branch of magic, dealing elemental damage and nothing else.
Spoiler:
Low-tier:
  • Aero (inflicts Wind-elemental damage) [C]
  • Water (inflicts Water-elemental damage) [C]
  • Holy (inflicts Holy-elemental damage) [C]

Mid-tier:
  • Aera (inflicts moderately powerful Wind-elemental damage) [B-]
  • Watera (inflicts moderately powerful Water-elemental damage) [B-]
  • Holyra (inflicts moderately powerful Holy-elemental damage) [B-]
High-tier:
  • Aeroga (inflicts powerful Wind-elemental damage) [B+]
  • Waterga (inflicts powerful Water-elemental damage) [B+]
  • Holyga (inflicts powerful Holy-elemental damage) [B+]

Top-tier:
  • Aeroja (inflicts extremely powerful Wind-elemental damage) [A+]
  • Waterja (inflicts extremely powerful Water-elemental damage) [A+]
  • Holyja (inflicts extremely powerful Holy-elemental damage) [A+]


Astralcast aka time magic, astral magic
A branch of magic that specializes in temporal and spatial modifications, Astralcast is a flexible branch of magic that can be used offensively as well as support magic.
Spoiler:
Low-tier:
  • Reflect (bestows the Reflect buff, which will reflect back all magic directed at the target) [C-]
  • Extend (increases the longevity of buffs and debuffs bestowed upon the target) [C-]
  • Float (bestows the Float buff, which will render the target immune to all Earth-elemental attacks) [C-]

Mid-tier:
  • Gravity (deals non-elemental damage equal to 25% of the target's current health) [C+]
  • Slow (inflicts Slow on the target, making their movements sluggish and increasing their action time) [C+]
  • Haste (bestows Haste on the target, speeding up their movements and reducing their action time) [C+]

High-tier:
  • Stop (inflicts Stop on the target, rendering them unable to move for a period of time) [B+]
  • Graviga (halves the target's HP) [B+]

Top-tier:
  • Slowga (inflicts Slow on multiple targets) [A-]
  • Hastega (bestows Haste on multiple targets) [A-]


Speechcraft aka mediation, talk magic
A branch of magic that infuses magic into one's words, dramatically increasing their charisma and increasing the effects that their words have on others' psychology.
Spoiler:
Low-tier:
  • Provoke (inflicts the Berserk debuff, sending the target into a rampage which raises their attack, but dramatically lowers their defenses) [C-]
  • Lullaby (inflicts the Sleep debuff, which renders the target unable to move or take action for a moderate period of time or until they take damage) [C-]

Mid-tier:
  • Praise (increases the target's physical damage output by 30% for 10 minutes) [C+]
  • Preach (increases the target's magical damage output by 30% for 10 minutes) [C+]
  • Intimidate (decreases the target's physical damage output by 40% for 10 minutes) [C+]
  • Enlighten (decreases the target's magical damage output by 40% for 10 minutes) [C+]

High-tier:
  • Condemn (inflicts the Doom debuff which, if not removed within fifteen minutes, will cause instant incapacitation) [B]
  • Stall (inflicts the Stop debuff, which renders the target unable to move or take action for a moderate period of time) [B]

Top-tier:
  • Parley (convinces the target to cease fighting and leave the battlefield. The more seriously wounded they are, the more likely that the technique will work) [A-]
  • Sentence (instantly incapacitates target) [A]


Transmutation aka alchemy
A branch of magic that deals in the alteration of the composition and substance makeup of items, opponents, or the surrounding environment, producing a wide variety of magical effects.
Spoiler:
Low-tier:
  • Rasp (deals damage to the target's magical reserves (MP)) [C-]
  • Poison (inflicts the Poison debuff, continuously damaging the victim over a long period of time) [C-]

Mid-tier:
  • Enhance (increases the potency of restorative items by 50%, and then immediately uses it) [C+]
  • Astra (bestows the Astra buff, granting the target immunity to the next status ailment inflicted on them) [C+]
  • Combine (combines two items to form a single, more powerful item (e.g. Hi-Potion + Hi-Potion = X-Potion) [B-]

High-tier:
  • Toad (inflicts the Toad debuff, turning the target into a frog. This renders them unable to use skills, and dramatically decreases all parameters) [B]
  • Bio (deals powerful non-elemental damage to multiple targets, with a chance of inflicting Poison) [B+]
  • Break (inflicts the Petrify debuff, rendering them unable to move or take action until it is cured) [B+]

Top-tier:
  • Transmute (turns a critically wounded enemy into an item of high caliber (e.g. X-Potion, Hi-Ether, a piece of equipment, etc.) [A-]
  • Protometeor (deals heavy non-elemental damage to multiple targets) [A]


Herbology aka salve-making
A branch of magic that brews the magical herbs and plants of the Golmore Jungle into potent concoctions of varying effects.
Spoiler:
Low-tier:
  • Woodmist (heals an amount equivalent to Cure) [C-]
  • Dreamhare Oil (inflicts the Oil debuff, increasing fire-elemental damage done to the target by 100%) [C-]
  • Beso Toxico (inflicts the Poison debuff, continuously damaging the victim over a long period of time) [C-]

Mid-tier:
  • Morning Dew (heals all physical status ailments) [C+]
  • Dryad Mist (deals moderate water-elemental damage and inflicts the Slow debuff, lowering movement and attack speed)
  • Screamroot Surprise (deals moderate dark-elemental damage and inflicts the Silence debuff, rendering the target incapable of casting spells until cured) [C+]

High-tier:
  • Passion Poison (deals moderate non-elemental damage and inflicts the Charm debuff, turning the target against their allies until cured or until they take damage) [B]
  • Golmore Acid (corrodes most metals; when a sufficient amount touches a piece of equipment, it will melt away and cease to function. Only works on metallic equipment) [B+]

Top-tier:
  • Woodbreath (heals an amount equivalent to Curaga and removes all status ailments) [A-]
  • Blaster in a Cup (has a 50% chance of instantly petrifying the target, rendering him incapable of movement or taking action, and a 50% chance of causing instant incapacitation) [A]


Necromancy aka resurrection magic
A branch of magic that reanimates the dead and places them under the caster's control. Generally frowned upon for manipulating the deceased, but overwhelmingly powerful in the right hands.
Spoiler:
Low-tier:
  • Deanimation (encourages the departed soul to cross back to the realm of the dead, thus rendering its corpse inanimate) [C-]
  • Reinforce (strengthens the power of the targeted undead by 50%) [C-]

Mid-tier:
  • Reanimation (reanimates a corpse and places it under the caster's command) [B-]
  • Dark Cure (restores health to the target undead using dark magic) [B-]

High-tier:
  • Plague (summons an undead from another realm, eliminating the normal requisite of a corpse having to be present and accessible; only two undeads summoned through Plague can be maintained by a Necromancer at a time) [B+]
  • Dark Heal (restores a moderate amount of health to all undeads within a two-meter radius) [B+]

Top-tier:
  • Song of the Dead (increases the Attack of all undead under the caster's command by 50%) [A-]
  • Mass Reanimation (reanimates all corpses within a two-meter radius, and places them under the caster's command) [A]


Summoncraft aka summon magic
A branch of magic that opens a dimensional rift through which summon creatures may pass. Summon creatures will aid their summoner in battle for a very brief period of time.
Spoiler:
Low-tier:
  • Tonberry (deals non-elemental damage equal to 33% of the target's current HP) [C]
  • Cactuar (immobilizes and disables a single target, rendering them unable to move and take action) [C]
  • Siren (deals non-elemental damage and silences targets, rendering them unable to perform magic) [C]

Mid-tier:
  • Shiva (deals powerful Ice-elemental damage to multiple targets) [B-]
  • Ifrit (deals powerful Fire-elemental damage to multiple targets) [B-]
  • Ramuh (deals powerful Lightning-elemental damage to multiple targets) [B-]

High-tier:
  • Pandemona (deals powerful Wind-elemental damage to multiple targets) [A-]
  • Leviathan (deals powerful Water-elemental damage to multiple targets) [A-]
  • Alexander (deals powerful Holy-elemental damage to multiple targets) [A-]

Top-tier:
  • Odin (deals massive non-elemental damage to a single target, with a chance of instant death) [A+]
  • Bahamut (deals extremely powerful non-elemental damage to multiple targets) [A+]


Evocation aka Kiltia summoncraft, Kiltia summon magic
Although similar to Summoncraft, Evocation is very different in that it draws power from a completely different source: it is a form of prayer, requesting the help of the Holy Avatars of the Light of Kiltia pantheon. Evocation is similar in functionality to Summoncraft, but instead of attacking enemies, it exclusively deals in protection, healing, and revival.
Spoiler:
Low-tier:
  • Golem (bestows Protect upon multiple targets, reducing physical damage taken) [C]
  • Zona Seeker (bestows Shell upon multiple targets, reducing magical damage taken) [C]

Mid-tier:
  • Seraph (restores a moderate amount of HP to multiple targets) [B-]
  • Unicorn (removes all status ailments from multiple targets) [B-]
  • Kirin (bestows Regen upon multiple targets, healing small amounts of HP over a long period of time) [B-]

High-tier:
  • Carbuncle (bestows the Reflect buff upon multiple targets, which will reflect back all magic directed at the target) [B+]
  • Lakshmi (restores a large amount of HP to multiple targets) [A-]

Top-tier:
  • Phoenix (brings multiple targets back from incapacitation with full health) [A+]
  • Eden (bestows the Reraise buff upon multiple targets that, when active, will automatically bring the target back from incapacitation) [EX]


Sacramentation aka ritual magic
A unique branch of magic that requires a relatively complex ritual to be performed mid-battle. Sacramentation summons gods of an old pagan religion onto the battlefield, where they will assist their summoner in battle for a period of seven minutes (think FFXII's Espers).
Spoiler:
Unlike other branches of magic, the beings that can be summoned through Sacramentation are roughly equal in power, and thus the art is not divided into tiers. All Sacramentation spells could be classified as High-tier spells, should their power be compared with other summoning magic. There is one drawback, however, in that there are only five beings in the pantheon that could be summoned, thereby limiting the magic's versatility.



Valigarmanda is an old pagan god that takes the form of a massive avian with luminous, colorful feathers. He presides over warfare, victory, and unbending justice. He holds power over the elements, and can utilize Low-tier, Mid-tier, and High-tier Primary Elecast to aid his Summoner. Although he is a strictly offensive summon, and doesn't have much to write home about by way of versatility, he possesses solid stats across the board and the ability of flight, making him a powerful ally on the battlefield.


Midgardsormr is an old pagan god that takes the form of a brown, serpentine creature with thick, hard scales covering her entire length. She presides over destruction, natural disasters, and rebirth. She holds power over terrestrial elements, and can utilize Low-tier, Mid-tier, and High-tier Secondary Elecast, barring the Holy line of spells, and the spell Quake. While Midgardsormr is offensively potent, her true strength lies in her incredibly sturdy defenses.

Catoblepas is an old pagan god that takes the form of a green mystical bull with the head of a boar, and a single eye that dooms all that sees it to a horrible fate. He presides over death, and is believed to guide souls through the process of reincarnation. He can cast five powerful spells that can inflict a variety of debuffs on the target: Curse, Condemn, Stop, Bio, and Break. He does, however, possess low stats across the board.


Maduin
is an old pagan god that takes the form of a horned, muscular gigas with long white hair and a set of sharp claws. He presides over mortal virtues such as determination, patience, and wisdom. Maduin derives his power from divine sources, and can cast Holy, Holyra, and Holyga (see: Secondary Elecast), as well as Cure, Cura, and Curaga (see: Holycast). Maduin possesses extremely high magic power and solid defenses, but he is unfortunately not very agile.


Diabolos is an old pagan god that takes form of an ominous demon with horns, sharp claws, and distinctly draconic wings. He presides over magical studies and the pursuit of knowledge. Diabolos practices an ancient, powerful form of Astralcast, and can use its Low-tier, Mid-tier, and High-tier versions. There is, however, a glaring difference: his Gravity instead cuts the target's HP by 33%, and his Graviga cuts it by 75%. Diabolos is the fastest of all five pagan gods and has extremely potent magical power, but perhaps the lowest defenses, rivaled in frailty only by Catoblepas.


important miscellany


This RP, which utilizes the lore and gameplay elements of many different Final Fantasy titles, can be very term-heavy. While those who have played games of the series (in particular the Tactics Advance titles and FFXII) should find most of the concepts used to be very familiar, the uninitiated may find it difficult to digest this all at once. And so in the interest of keeping this from becoming too confusing, here is a list of all the relevant RP elements that I can remember, accompanied by short explanations. Also here: important people whose names will pop up quite a bit in this RP. This section might get expanded as we proceed into the RP, so check back often!

Spoiler:
A. Major Concepts
Light of Kiltia
The Light of Kiltia was founded by the prophet Kiltia millenia prior to the story, and was brought into Ivalice from the westerly continent of Ordalia. A polytheist faith system, followers of this teaching follow a dualistic system, where a pantheon of gods is led by Faram the Father, God of Light.

Prophet Kiltia witnessed a vision of the gods, and began his quest to spread the message of faith to the people of Ordalia. Arriving at Mt Bur-Omisace, Kiltia made it the center of his faith. Even after his death, the Light of Kiltia continues to flourish, creating churches and accepting followers until all of Ivalice is converted. Those who hold to this faith are known as the Kiltias. Kiltias are known to end their prayers with the name of their deity, Faram, and do the gesture of crossing their chest.

Though influential, followers do not mix their faith with government affairs and the church had willingly abandoned the power to influence the government, fearing oppression and distrust. Those with high ranks are forbidden to enter politics, and the religion maintains a neutral stance with all surrounding territories.

The Wood
A sprawling jungle known to outsiders as the Golmore Jungle, it remains much as it always has been, untouched by the hand of Man. Though the viera make their villages within this jungle, the ways to their enclaves are tangled and hidden. Barriers throughout the jungle, too, prevent easy passage. These were erected by the viera to prevent outsiders from intruding, the blessing of their people needed before one may pass.

The Wood is a living being, but she speaks only to the ears of the viera. Her speech is known as the Green Word, and holds governance over the viera who resides within, and to those who derive their power from her Djinns. The Djinns themselves are spirits who make their home in the deepest reaches of the Wood; viera are able to harness them in battle by petitioning to the Green Word for their aid.

The Thirteen Orders
The Thirteen Orders comprise the entirety of Ivalice's military. Most of these orders are stationed in or near the capital of Lesalia; three, including the Order of Kingmarch, guard the Ivalicean frontier of Fort Besselat, to quell whatever trouble might arise from Ordallian aggressions.

After the death of Queen Ritz, four of the orders have declared their allegiance to Grand Duke Ferre: the Order of Magna Ende, the Order of Ravness, the Order of Gavajin, and the Order of Moonshroud. Three others are now in the service of Grand Duchess Selu: the Order of Scaleknight, the Order of Firefly, and the Order of Sylverna. Ivalice's two oldest orders, the Order of the White Flame and the Order of Wismeria, defend the two rightful heirs.

The remaining four orders have decided against siding with any of the claimants: they are the Orders of Ducater, Terra Salvat, Roecion, and Kingmarch. The Order of Ducater and the Order of Terra Salvat have formally declared a stance of non-aggression, holing themselves up in the Lesalia Guild of Mercenaries and the Westersand Grand Temple, respectively. Following heavy disagreements between the order's higher-ups, Roecion has formally disbanded itself, with splinter groups assimilating into the Orders of Moonshroud and Scaleknight, among others. The Order of Kingmarch, meanwhile, has deliberately refused to respond to any of the claimants' call-to-arms; General Lorr has been very forthcoming with his intentions to place the possibility of an arcane apocalypse above the current conflict, and that Kingmarch will only enter the war should it serve that particular end.
B. Terminology
Buff: a status that grants positive effects to the bearer (e.g. Protect).
Debuff: also known as status ailments, a status that grants negative effects to the bearer (e.g. Poison)
Incapacitation: much like fainting in Pokemon, incapacitation indicates that one is not dead, but is incapable of further combat until revived.
Death: the unit is dead, and no amount of phoenix downs or Raise spells will change that. Death is mostly caused by a unit being continuously attacked while suffering from incapacitation.
Health: also known as HP, a stat that determines how much damage one can take before being incapacitated.
Magical reserves: also known as MP, a stat that determines how much magic one can use.
Physical strength: also known as attack or strength, a stat that determines the physical damage one is capable of dealing.
Physical defense: also known as simply defense, a stat that determines one's resistance to physical damage.
Magical power: also known as intelligence, a stat that determines the magical damage one is capable of dealing.
Magical defense: also known as resistance, a stat that determines one's resistance to magical damage.
C. Important People
Queen Ritz Malheur: the late hume queen of Ivalice, whose recent death is prophesied to be a harbinger of great chaos.
General Lorr of Weissmont: general of the Order of Kingmarch; a wise hume and a capable warrior, with strength that rivals even that of the seven demon warriors.
Prince Auber and Princess Gina: the twin heirs of Queen Ritz, whose succession to the throne is currently interrupted by other claimants.
Grand Duke Ferre: brother to the queen, and a claimant of the throne; a militaristic man who has led Ivalicean forces to many triumphs against the Ordallian Empire.
Grand Duchess Selu: sister to the queen, and a claimant of the throne; an able diplomat who brought an end to the enmity between the nu mou and the bangaa at Ozmone Plains.
The Seven Heroes: seven warriors of great renown who brought an end to the Thousand-Year War between mankind and scions.
Emperor Solidor: ruler of the Ordallian Empire, who has long sought to conquer Ivalicean lands.
Gran Kiltias Majoreus: the leader of the Kiltias who occupy Mt. Bur-Omisace; an ancient nu mou whose piety is without peer.


the rules

  • Follow PC and RPT rules. This should go without saying; give them a read if you have yet to do so.
  • Moderation. This RP is rated M; while this does give you quite a bit of liberty, please avoid explicit content and the overuse of coarse language, gore, and such.
  • Listen to me. I am the GM, and I will try to be a reasonable one. If you have any problems or recommendations, I will hear out your thoughts and try to work out a solution that would be best for everyone, but please do not argue with my final decisions.
  • Be active. I expect this RP will move at an average-to-slow pace, so for now I think a post once every one or two weeks will be sufficient. If you're going to be inactive for a certain stretch of time, please let me know.
  • Read up. I know this RP has a lot of background things that may not seem important right now, but I assure you that you will at some point encounter these elements. It's okay--encouraged, even, that you don't down it all in one go, but I expect you to have at least a grassroots understanding of the RP's universe and how things work before signing up.
  • Use common sense. While you are essentially demigods in this RP, your power still has its limits. You are still susceptible to incapacitation. Your Fire spell cannot obliterate an entire battalion. You get the idea.
  • Ask me things. I know full well that this RP is a behemoth, and the sheer amount of information (or my inability to convey them clearly...) may leave some in confusion. So if there's something that evades your understanding, do not hesitate to ask me. I will not be participating in this RP myself, so I will have plenty of time to explain anyway.
  • The password is Balfonheim. Please include it somewhere in your SU. It can be Balfonheim Port, the location on the map; it can be your last name; it can be your cat. Just as long as it's there.
  • Write well. Your character's strength as you progress throughout the RP is very much dependent upon the quality of your writing, so please invest some effort into your posts. If you feel that your writing is not being given enough credit, please come to me about it: you can argue your case, and I will tell you just what it is I find problematic about your posts.
  • Have fun! That's the whole point of this RP, anyway.
__________________
There was nothing under my skin but light.
If you cut me I could shine.
But now when I fall upon the sidewalks of life,
I skin my knees. I bleed.
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Old 3 Weeks Ago (12:08 PM). Edited 2 Weeks Ago by Dungeon Maker.
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Dungeon Maker Dungeon Maker is offline
     
    Join Date: Jun 2017
    Posts: 60
    My Gods above!

    This is beautifully extensive. I would be honored to join this RP if you will have me. However, I will need some time to actually create a worthy character.

    My quick parse of the classes and races has me leaning on Hume but I'm not set in my decision. When I have completed the character, it will be found in this post. At the point of completion I will notify you by PM, Parivir.

    In the meantime there is but one issue. Can you clarify on the presence of Earth based majiks like quake. Some features spoke of them being present but there's no clear explanation in the majiks tab.


    Introduction:
    Kei Nagai, 23, Hume, Male
    Appearance:
    Garbed heavily in dark eastern clothing without any armor, aside from a few polished metal pads, Kei is properly dressed as a stealthy shinobi should be: in quiet, baggy attire with plenty of hidden pockets for a plethora of deadly tools.

    This particular clothing set has the subtle additions befitting a Nagai shinobi with the purple color, silver shoulder pads, jagged looking headband, and spacious room in the hip to thy area where most tools would be stored for quick withdraw.

    Because of the face cloth covering the neck up to the nose, the only flesh that can show are his eyes and the skin immediately surrounding. For trained eyes that's all is needed to identify a person. But for most people it's enough to fool them, thus silence is the best coupling for the full body covering. Dressing this way is required if a shinobi desires both an active lifestyle and a private identity.

    Underneath all the worn gear, the real Kei is a sender built but toned male from the East in his prime. With training that emphasizes agility and physical strength he certainly has the body to perform shinobi tactics. Contrary to what one may think, he has tanned skin from being outdoors (when not wearing his gear) to tame beasts in private. As expected his eastern heritage gives him a more uniform complexion compared to the very wide variety of western appearance. Which is to say he appears to be like many eastern people. More specifically his facial construction is smoother all around with a base white tone underneath that does well to couple with his black hair and dark brown eyes.

    Standing at a average height of 5'9" Kei fits an every-man look of people back in the East. People of the west, particularly those unfamiliar with eastern people would have trouble identifying him from other eastern people as long as he is encountered along side people of his own homeland.

    Separating him from most are his old injuries. Across his body are countless scars earned from facing beasts throughout Ivalice and his home.
    Some major scars are from actual battles with more capable opponents. Those are different in shape and size as well for some have been from torture tools and others simple but close to key organs. His civilian attire is thus chosen to cover most scars. When prompted he can explain the origin of each scar and also the reason he survived such a wound.
    Personality:
    Formerly the brooding prince of edginess,
    Kei has grown and matured a lot. He once could only see his father as annoying old man whose principles got in the way, he now regards him as a great role model for those same principles. Naturally he wants to emulate his father if just to be a better person by following the example and standards he now more fondly remembers. On top of that he's got his mother's intuition which has helped him before in escaping death and seeing through deception.

    Still young and somewhat inexperienced, Kei can be too assuming of himself especially as a demon knight. Arrogance was one of his father's flaws as well but it's not as big a weakness since he's come to accept his limitations as places to grow where he used to believe himself invincible when he was younger.

    To prove how different he is from his father, one should see him drunk. Under the influence of alcohol he's a whole knew Kei that's eager to talk and befriend even his enemies. That's unlike his father who stayed serious but just more loud when drunk. But they're both the type of drinker to end the night naked and next to an empty bottle on top of a random roof.

    A notable trait is that he is very superstitious and has a lot of rules and rituals in his routine to bring luck and stave misfortune. One of the things he does is avoid busy intersections of people because mean spirits are said to pick pocket people traveling alone in a crowd. The origin for these superstitious is a mystery since no one from the East would even know them or at least recognize them as common superstitions. When pressed for details it's actually that he doesn't remember where he learned them just that he knew from his childhood not to do certain things, most pertaining to daily life and work. If he had to guess then it would be death in a former life where he was careless and died by ignorance.
    History:
    Five years ago. Balfonheim Port was the first check point on the western continent for Kei. That was his starting place from which he would search for his missing sister and the bastard who killed their clan. He knew that the murderer fled from the homeland in attempts to escape from the wrath of the few remaining Nagai shinobi. Following him from the other end of the world was not an easy nor smart task but with the hope of saving his sister he endured the long trip alone held up only by a dream of reunion.

    Because the survivors were already scattered, Kei assumed they would consider him dead if he never returned home. Thus his move to the west was never mean to be permanent.

    Spending over a year searching he found himself in the capitol of Ivalice broken down by misery and depression. Never having found his sister or the murderer he was left without answers as to why it happened. Ashamed, he could never return home even to the ruins of burned builds and graves. Besides his sister was all he had for close family even before the fall of the Nagai.

    Passions of the past weren't appealing or able to distract him from his past or old ambitious. Kei would not live an exciting life as the leader of his clan nor in battle as a devoted protector of his people. He was alone.

    Three years ago he was at his lowest point, shrouded by a veil of doom. He was only saved from the deep abyss of despair by the word of salvation of a Holycaster who convinced him that there's still value in a life full of sadness. Seeing the devotion of priests, blessings of Faram the Father, and works of wonder at the peak of the holy mountain were enough to prove there was something to believe in when all else had failed. Kei was reborn in faith for the world. However, the life of a monk nor one of a holy man was not for him. Instead he wanted to continue his life as a shinobi but working for Ivalice, his new home.

    Having a new sense of beauty in he world he followed the path of a tamer as well to fill a small void in his life. Coupling his skills as a shinobi with taking he way for new techniques to expand his repertoire of tactics and strategy. The first of two beast he tamed was actually a Flan. It responded well to taming but has its own problems in that it just can't stop itself from eating if there's food around, Kei finds it adorable. The second of the beasts was a red chocobo that really hated western people but seemed ok with easterners. It seems like it used to be tamed by someone else but has fled the former tamer.



    Then there was the experiments with magicite in Project Bel. Getting involved with that was a matter of luck in combination with a new connection in work. It proved to be a perfect opportunity for him to make Ivalice a larger factor of his life as an actual piece of this lands history was fused with him and in turn he would be made part of Ivalice history as one of the Demon Knights.

    Ever since then he's kept very busy with work in the Order of Kingmarch especially with the death of the royalty dividing politics. He remains indifferent to most of politics because he's one that likes to follow orders an not worry about the intentions behind them.
    Class(es):
    Shinobi | Tamer
    Equipment:
    Heaven's Cloud: Weapon. A Sacred Blade plucked from the tail of a green dragon with a hilt carved from its bones. This is the sword is a holy based weapon that deals physical light damage and absorbs the element for itself.

    Black Whip: Weapon. A black whip used for taming beasts and unleashing pain from a safe distance. It's design allows it to leave no marks on its target and instead emphasize the sting of it's attacks.

    Dark Robes: Armor. A set of black robes that allow their wearer to more more swiftly in darkness. It's as if you are the summer's breeze on the roof tops. It also prevents the effects of Stop from working.

    Thief's Hat: Headgear. A hat worn by thieves. It prevents the effects of Immobilize and disable from working.

    ???
    Nagai Clan Headband: Accessory A headband worn by shinobi of the Nagai clan. The clan was extinguished long ago, only a handful of it's children remain.

    Ninja Tabi: Footwear. Enhancing the speed of the wearer, these shoes are perfect for the agile.

    ???
    Eastern Arsenal: Equipment. A wide variety of tools including throwing stars, kunai, smoke bombs, flash bombs, actual explosives, floor spikes, and short swords kept all over the body in hidden pockets. It's a wonder how the shinobi can move with all that stuff kept on his person.

    Among the more mystical tools are his shinobi scrolls which use embedded magic sealed in ink and blood. What these scrolls do is one time use abilities that either conjure pre-sealed items like those above or to release magic that had been captured and sealed. The writing process takes an hour per scroll so the time investment is a limiter in battle unless to activate the scroll. The use of scrolls was taught by Kei's shinobi clan the Nagai who would also seal embedded spells into scrolls.

    Unfortunately, Kei was not able to learn that side of scroll making in time. Thus the advanced techniques of scroll writing are lost. But one day Kei may rediscover the method his family once used as a reborn art.
    Skills:
    passive/EASTERN ARSENAL [A-]
    With their arts stemming from eastern roots, Shinobis are capable of wielding a wide range of foreign weaponry unusable by any other classes. From throwing stars to kunais to mystical scrolls, the sheer variety of the tools at the Shinobi’s disposal makes him extremely unpredictable, especially to foes unfamiliar with their tactics.

    active/SOUND OF SILENCE [C+]
    This technique completely masks the Shinobi’s presence from the enemy’s ears, making them extremely hard to detect, especially in darkness. This effect can last up to ten minutes at a time, and, unlike many other abilities, may be used multiple times (3-6, depending on the Shinobi's skill) per day.

    demonfactor/GENJUTSU [EX+]
    A forbidden art silently passed down through generations of Shinobis, Genjutsu is a technique that alters the victim’s perception of reality, making him see events that are not truly transpiring, and feel pain that is not really there. Genjutsu is an extremely fickle technique, hard to control, with a large margin for backfiring. However, when used properly and with a bit of luck, it can inflict massive psychological pain to the target, and drive them to the brink of insanity.

    active/SHADOW CLONE [A]
    Using magic to bring forth a clone, a shinobi is able to confuse the enemy by having multiple copies of themselves on the battle field by being in more than one place at a time. They unfortunately cannot affect the physical world aside from light because they are no more than illusions. When activated clones will last for no more than a minute each. This ability, being a drain on magic reserves, requires around five minutes to recharge per clone created with a limit of clones at 3 at once with a maximum of 15 in a day.

    active/SHADOW STEP [B]
    Using magic a shinobi moves through shadows to appear in another, very useful for navigating a fortress undetected but also in the heat of battle to vanish without a trace. Its limit to successive uses is at 5 which would almost instantly drain one's magical reserve because its cost is compounding when used quickly rather than flat. Waiting around a minute allows it to be used without a compounding effect but still has a limit of ten times in a day.

    passive/SPIDER CLIMB [C]
    A shinobi must be a capable climber. As such special training combined with the use of magic allows them to move on surfaces that aren't flat such as walls and ceilings. Scaling up the side of a fortress is as simple as running against gravity's pull.

    demonfactor/SHADOW NINJUTSU [EX+]
    The Nagai clan's Ninjutsu manipulates shadows, specifically the user's own into various shapes but without depth. It's partially physical an thus can be used to grappling opponents thus making them puppets trying to break free from the user's control. The limiter of this deadly technique is light. Since one's shadow must maintain the surface area while on a lit surface, it's range is typically limited to a couple meters while being very thin and weak at that distance, otherwise in darkness or in shadows the surface area is irrelevant. Also being that this drains the magical reserves, the more targets affected and longer its used the more drain will take place until it begins to suck the life force from its user. Thus the maximum duration is ten minutes with the most efficient use of the ability but as little as a few seconds for a score of opponents or even a single massive enemy. Using it the technique again requires some time, thus it can't be used more than 10 minutes in a day with intervals between uses no shorter than half an hour.

    active/UNITY [B+]
    A technique passed down through generations of Tamers, Unity combines the consciousness of the Tamer and their beast, allowing them to act together in perfect coordination. Unity may only be performed by Tamers who have forged a particularly strong bond with their partner beasts—otherwise, the beast might view the presence of the Tamer in its consciousness as an attack, thus overthrowing the Tamer’s control and retaliating against them.

    passive/WHIPLASH [B-]
    Although at a disadvantage when pitted against other melee fighters, the Tamer’s expertise in dealing with beasts and monsters makes them the ideal choice when these threats present themselves. As such, when equipped with a whip and fighting against beasts, the Tamer’s offensive firepower is increased by a factor of three.

    demonfactor/FALGABIRD [EX+]
    Falgabird is a technique that utilizes the body and soul of the Tamer’s partner monster as a catalyst to summon one of the Four Fiends of Chaos that once wreaked havoc upon the land. These fiends are powerful beings that will heed the commands of the Tamer, but their presence drains the energies of both Tamer and partner beast, and thus can only be sustained for up to fifteen minutes. The aftermath of Falgabird will leave the Tamer and their partner beast in a state of exhaustion, rendering them vulnerable for a long period of time.

    active/BEAST TRANSFORMATION [A]
    This technique is only possible for Kei because he's a trained shinobi and also very close to the beasts he tames. By studying a creature very closely he is able to use magic and transform himself into an exact copy of them with the same innate abilities but keeping his mental capacity. If he falls unconscious or ten minutes pass the ability will end and he will appear as he was before. It can only be used 2-3 times per day and no more than once per hour due to the strain put on his body and the drain on his magical reserve. Also, any equipment he is carrying and clothes he is wearing are absorbed by his new form.

    passive/SEAL SUMMONING [C]
    A technique created by Kei in order to better coordinate with the beasts he tames, requires a special marking on the beast's body. It allows Kei to summon the beast to him wherever it may be located in the world and later can dismissed back to its previous location. The summoning itself requires a small bit of magic which is placed in the seal when its drawn and to initiate the summon it's a full minute on account of the magic responding to the call from afar. If the beast no longer wants to be tamed or is set free the seal will disappear. A new seal is then placed on a beast that replaces the old one. The greatest function of this ability is that the shinobi does not require the beast to travel with them and can call upon it in the heart of battle.
    Roleplay Sample:
    "Break free or surely the blade will cut you in half." Kei said, forcing his opponent to harm himself by using his own blade. Strong shadow arms were coiled around the burly man's thick torso and arms. "Your strength is commendable. But it's not enough."

    "Time.. is... on.. my.. side." The fighter said, his forced out from his locked jaws.

    "It's only been five minutes and you're already shaking, Gotta. I thought a bandit whose gimmick was unparalleled strength would prove a better opponent to a Demon Knight." Kei taunted.

    "I.. will.. not.. fail!" Gotta said, completing the echo of the past that entered Kei's mind. Those words were exactly his from so many years ago in a situation in reverse.

    A drop of sweat falling from his nose and then landing on the ground was the only thing to move on the shinobi as he stood still in silence with his arms held in front of him with his hands in a symbolic position of consentration and his legs spread for balance while he stood still. Before him his father holding a blade above his head locked where he stood because of wriggling shadow arms wrapped and coiled over his body. As five minutes passed the shinobi, but a boy of twelve years watched as his father's expressionless face glared with the deadly eyes of a killer.

    "Your time is nearly up. Maintain the technique this time or the blade will surely cut you in two." His words equally cold and piercing.

    The boy struggled but he wasn't shaking like the first time he trained the sacred art with his father. Months of dedicated practice and incrementally growing difficulty had honed the boy's technique from a second long effect to nearly five minutes which was only surpassed by older shinobi of the clan. In essence he'd become stronger than most his age. That's what his father was looking for in a successor and from his son.

    "And I won't fail either." Kei said, acknowledging the important memory of his father's teaching. If only he were around to see the man that Kei had become in the absence of his clan. He was important, respected, and most importantly loyal to a people that deserved his strength as a shinobi.
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      #3    
    Old 3 Weeks Ago (1:43 PM). Edited 3 Weeks Ago by Parivir.
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    Parivir Parivir is offline
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    Quote:
    Originally Posted by Dungeon Maker View Post
    My Gods above!

    This is beautifully extensive. I would be honored to join this RP if you will have me. However, I will need some time to actually create a worthy character.

    My quick parse of the classes and races has me leaning on Hume but I'm not set in my decision. When I have completed the character, it will be found in this post. At the point of completion I will notify you by PM, Parivir.

    In the meantime there is but one issue. Can you clarify on the presence of Earth based majiks like quake. Some features spoke of them being present but there's no clear explanation in the majiks tab.
    Keen eye.

    Earth magic is not a branch that is commonly taught in conventional magical learning, and is thus not part of the pantheon of spells you see in the magic blurb (outside of Midgardsormr's Quake). That doesn't mean it doesn't exist, of course, but certainly it's more obscure, as it has to be attained through informal methods of magical learning. Which is to say: if your character wants to become an earth magic specialist, then that particular repertoire would probably be reflected in their personal skills (personal spells?) rather than their class skills (er, spells).

    In regards to the spell Quake in particular, it's considered an ancient magic in the realm of this RP, much like the Magus' Gigaflare or the Royal Mage's Meteor, which is why it only appears in Midgardsormr's possession. That is not to say, however, that your character can't access the spell altogether: if you've a mind to invest the personal skill slot (and a suitably large amount of skill points) for the spell, then be my guest haha. Midgardsormr's version of the spell should be on par in terms of strength and rank with top-tier elecast (e.g. Firaja, Holyja).

    Feel free to ask me to clarify further if you still have any questions. Also feel free to take your time with the SU, haha.
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    But now when I fall upon the sidewalks of life,
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      #4    
    Old 3 Weeks Ago (3:12 PM).
    Dungeon Maker's Avatar
    Dungeon Maker Dungeon Maker is offline
       
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      Oh boy do I have more questions now that I'm trying to make person skills.

      I'm going to assume the following based on some assumptions about magic.

      1. A character can only acquire more spells if their class permits learning those spells either by cast-type and tier or by specific spell such as in the cases of Doomcaster and Holycasters.

      2. A personal skill of a rank equal to the maximum rank of a spell listed in the tier of a cast type allows one to acquire all the spells of that tier of that cast type if they can learn the full set of the tier or just the specific spell.

      The Doomcaster can learn Low-tier Secondary Elecasting with 2 points of skill rank. In this way they get 3 new spells for 2 points total.

      The Holycaster can learn the Holy spell with 2 points of skill rank. In this way they get 1 new spell for 2 points total.

      3. As inherent magic is unrelated to the class skill slots but personal skill based magic requires slots as stated even if it was just one spell.

      A Doomcaster uses an active or passive skill slot to learn new spells of a casting-type tier.

      A Holycaster would use an active or passive skill slot to learn holy.

      4. Learning a higher tier of casting type means paying for the full value of the highest spell in the casting tier, or if spell by spell the next level. In doing so this upgrades the skill itself instead of using a new skill slot.

      A Holycaster would have to pay 8 skill points total to learn both the Top-tier Holycast spells. This itself requires a skill slot to be used since it goes beyond inherent skills. Similarly if they wanted to have Holyra they would have needed to spent 2 points on Holy first and will then spend 4 points for Holyra but it would take the skill slot of the existing holy.

      Are those above assumptions correct?

      Now a different set of assumptions for general skills.

      1. In making skills from scratch we cannot copy another class's skills to replicate a function.

      For example I could not use a demon factor skill slot related to the Holycaster class to replicate the function of the Witch's demon factor: Swiftcast.

      2. We can not replicate any particular spell that already exists as written in the OP. Instead we can replicate spells not already made but we must follow what they are in the games and translate them here under the corresponding class.

      Drain is a black magic in the FF games and would best correspond to the Doomcast grouping.

      3. Original effects are going to be hit and miss in terms of correctly assigning a value of points to them but ultimately will correspond to flexibility and general function.

      I don't even have an example but something like uhhhh "Auramancy" would be high cost as it's a general skill that manipulates a lot of factors surrounding aura which would reasonably include a potential targets.
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        #5    
      Old 3 Weeks Ago (4:12 PM).
      Parivir's Avatar
      Parivir Parivir is offline
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      I'll try to address these concerns as best as I can right now, but I'm currently running late for college haha. I should be able to give a more proper response later today.

      Quote:
      Originally Posted by Dungeon Maker View Post
      Oh boy do I have more questions now that I'm trying to make person skills.

      I'm going to assume the following based on some assumptions about magic.

      1. A character can only acquire more spells if their class permits learning those spells either by cast-type and tier or by specific spell such as in the cases of Doomcaster and Holycasters.
      Right--your character can have a unique spell designed entirely by you and accessible only by your character, by virtue of the demon factor, but they can't access pre-existing spells outside of the schools of magic listed in their relevant information blurb. So as a Doomcaster, you can't have a Summoncraft spell, but you can, if you so choose, construct a being made of spirits to fight on your behalf, much in the way summons behave. Basically, with your personal skill, your imagination (and your skill points) are the limit.

      Quote:
      Originally Posted by Dungeon Maker View Post
      2. A personal skill of a rank equal to the maximum rank of a spell listed in the tier of a cast type allows one to acquire all the spells of that tier of that cast type if they can learn the full set of the tier or just the specific spell.

      The Doomcaster can learn Low-tier Secondary Elecasting with 2 points of skill rank. In this way they get 3 new spells for 2 points total.

      The Holycaster can learn the Holy spell with 2 points of skill rank. In this way they get 1 new spell for 2 points total.
      Ah, here's where it gets a little dicey. Purchasing pre-existing spells with skill points do not grant you access to the entire rank, per se, but rather the individual spells. So if you are, say, a Doomcaster, without spending any skill points or skill slots you already have access to Low-tier, Mid-tier, High-tier Doomcast, as well as Low-tier Primary Elecast; however, accessing the entirety of Mid-tier Primary Elecast requires you to spend three entire skill slots and nine skill points (three per C+ spell) to add those spells to your repertoire. Obviously you can opt to only purchase one skill of the three (i.e. just Thundara) for the price of one skill slot and three points.

      Gosh I hope that isn't too confusing haha. I'll come back to this later and try to whip up a blurb containing possible spell repertoires for different class combinations. I promiseeeeee

      Quote:
      Originally Posted by Dungeon Maker View Post
      3. As inherent magic is unrelated to the class skill slots but personal skill based magic requires slots as stated even if it was just one spell.

      A Doomcaster uses an active or passive skill slot to learn new spells of a casting-type tier.

      A Holycaster would use an active or passive skill slot to learn holy.
      a) All spells are considered active skills. b) A Doomcaster would spend one active skill slot and three skill points in adding the single spell Fira to their repertoire, as it is a C+ spell; a Holycaster would spend one active skill slot and four skill points in adding Holyra, as it is a B- spell.

      Quote:
      Originally Posted by Dungeon Maker View Post
      4. Learning a higher tier of casting type means paying for the full value of the highest spell in the casting tier, or if spell by spell the next level. In doing so this upgrades the skill itself instead of using a new skill slot.

      A Holycaster would have to pay 8 skill points total to learn both the Top-tier Holycast spells. This itself requires a skill slot to be used since it goes beyond inherent skills. Similarly if they wanted to have Holyra they would have needed to spent 2 points on Holy first and will then spend 4 points for Holyra but it would take the skill slot of the existing holy.
      Learning both top-tier Holycast spells require two skill slots and sixteen skill points, as opposed to one and eight. Top-tier Holycast is not itself a skill, merely an umbrella under which two skills (Curaja and Reraise) reside--"access" to the tier does not mean ownership of all the spells within the tier, per se.

      Quote:
      Originally Posted by Dungeon Maker View Post
      1. In making skills from scratch we cannot copy another class's skills to replicate a function.

      For example I could not use a demon factor skill slot related to the Holycaster class to replicate the function of the Witch's demon factor: Swiftcast.
      If you can find a sensible and lore-relevant reason as to why that particular class may be able to access that particular ability, then it's fair game. The Holycaster-Swiftcast is a bit of a stretch, quite apparently, because Holycaster is not an offensive class and Swiftcast is a hella offensive ability, but generally speaking replicating the function of another skill--or elements of it, more likely--under a different brand isn't really forbidden or anything.

      Quote:
      Originally Posted by Dungeon Maker View Post
      2. We can not replicate any particular spell that already exists as written in the OP. Instead we can replicate spells not already made but we must follow what they are in the games and translate them here under the corresponding class.

      Drain is a black magic in the FF games and would best correspond to the Doomcast grouping.
      Again, as long as it's sensible, anything goes. Drain can be interpreted as spirits draining the life force from your opponents (in which case it would fall under Doomcast), or directly manipulating the life force itself (in which case it would probably fall under Transmutation). Both would fly in my eyes.

      Quote:
      Originally Posted by Dungeon Maker View Post
      3. Original effects are going to be hit and miss in terms of correctly assigning a value of points to them but ultimately will correspond to flexibility and general function.

      I don't even have an example but something like uhhhh "Auramancy" would be high cost as it's a general skill that manipulates a lot of factors surrounding aura which would reasonably include a potential targets.
      Yeah, regarding original effects or unique skills a lot of sensibility will be required on the RPer's part in creating it. Ultimately unless it's blatantly too powerful (or too weak) for the rank it's placed under, I won't meddle too much in this particular process.

      Cheers, Dungeon Maker. Hope that clarifies things a bit; if not, I'll be back soonish to answer any more concerns, haha.
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        #6    
      Old 3 Weeks Ago (4:43 PM).
      Dungeon Maker's Avatar
      Dungeon Maker Dungeon Maker is offline
         
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        You've covered all the gray area I needed answered.

        Will we be getting more active skill slots in the future?
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          #7    
        Old 3 Weeks Ago (9:49 PM). Edited 3 Weeks Ago by Parivir.
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        Parivir Parivir is offline
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        Quote:
        Originally Posted by Dungeon Maker View Post
        You've covered all the gray area I needed answered.

        Will we be getting more active skill slots in the future?
        Yep! As the RP goes on and you rack up skill points through your posts, new skill slots will become available. A slot will open up for every five skill points you earn; whether that slot will be active or passive (or even if you'll be using it at all) will be entirely of your choosing.

        So! I'm glad you're all sorted, Dungeon Maker, but just for future reference here's a sample character setup, courtesy of our warrior queen herself. (do excuse the lorem ipsum, as this sample SU is meant to illustrate equipments, classes, and skills rather than an SU in its entirety. haha)

        Name: (Young) Ritz Solgalia Malheur

        Age: 22

        Race: Hume, but earned the blessings of the Golmore Jungle in her youth, thus granting her access to viera classes and skills

        Gender: Female

        Appearance: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nam rhoncus erat vitae tortor iaculis, id fermentum eros tempor. In maximus condimentum lacus eget mollis. Nulla tempus, lacus sed tempus gravida, enim tellus aliquam erat, eu viverra erat nisl nec urna. Sed hendrerit, augue ac pretium auctor, justo odio imperdiet lectus, sit amet aliquam orci nisi sed risus. Donec maximus congue purus. Fusce viverra, tellus quis feugiat consectetur.

        Personality: Donec viverra rhoncus ante, nec ullamcorper mi condimentum nec. Nulla rutrum diam nec laoreet viverra. Praesent est lectus, volutpat at libero nec, commodo fermentum eros. Phasellus pulvinar sapien a risus tincidunt tempor. Sed et sem id nibh maximus malesuada vel et mi. Etiam congue condimentum nibh, quis commodo metus volutpat ut.

        Quisque nisl elit, dignissim in dapibus non, varius sed odio. Curabitur ultrices felis in dui dignissim, nec maximus metus facilisis. Maecenas sodales, felis at faucibus feugiat, mi metus imperdiet augue, in tempor metus augue quis velit. Etiam tristique sapien nunc, non posuere libero convallis a. Mauris arcu ex, dapibus in finibus quis, volutpat nec ipsum.

        History: Nullam bibendum faucibus ligula at accumsan. Phasellus convallis lorem at ultrices hendrerit. Ut aliquam accumsan porttitor. Maecenas blandit, turpis vel tempus scelerisque, nisi quam ornare dolor, eu tempor lacus magna sit amet dolor. Nunc non justo tellus. Nam viverra eleifend orci, non posuere erat consectetur ut. Donec mattis suscipit erat id eleifend.

        Vestibulum gravida sed arcu a maximus. Integer eu urna sed velit finibus ultricies. Ut ut lobortis sem. Duis in porta felis. Donec a aliquam nisl. Morbi imperdiet id leo at scelerisque. Nulla congue arcu ac fermentum faucibus. Mauris eget tortor at tellus ultricies rhoncus ut sit amet ante. Nullam condimentum molestie varius.

        Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Suspendisse potenti. Aliquam imperdiet convallis mattis. Vivamus dapibus mollis lectus. Donec bibendum augue a nulla finibus ornare. Quisque consequat turpis quis ligula faucibus, nec facilisis ante iaculis.

        Class(es): Duelist (primary class), Shamaness (secondary class)

        Equipment:
        A blade so famous it's almost mythical, Hellfire Hornet was forged nearly a century ago by a master moogle blacksmith in Goug, said to have been created from white steel and silvril. How it attained its scarlet color no one quite knows for sure, but given the blade's rich history of warfare and assassinations, the legends of it being ensanguined to the point of permanent recoloration is certainly one to consider. [One-of-a-kind, deals dark-element physical damage]

        A relatively expensive item despite being mass produced, the Hollow Shield is intricately designed to provide as much physical protection as possible while keeping itself relatively lightweight. As such, it is very much a popular choice among faster classes, despite its considerable price tag. [Moderately boosts physical defense, slightly reduces speed]

        As unpractical as it may seem, the War Bustier is one of the highest quality products coming from renowned combat outfitters Minerva Fabrics. It doesn't offer much by way of physical defense, but it is woven from magicked threads designed to protect the wearers against hostile magic. [Greatly boosts resistance, grants immunity to Doom and Condemn]

        Traditionally meant as an item of proposal from the bride-to-be to her groom, this particular iteration of the Blue Feather is adorned with an assortment of magical stones said to be capable of warding off elemental damage while still looking devilishly stylish on your hair. [Reduces damage received from Primary Elecast spells by 10%, immunity to charm.]

        Unlike the War Bustier, the Scarlet Steppers are purely a fashion item with little relevance in the field of combat. They are, however, durable and very comfortable, thus affording their wearer a slight boost in speed. [Slightly increases speed.]

        Skills:
        A. DUELIST
        active/SWORD OF METIEL [B] [Class]
        Drawing upon the viera's ties to mystical Wood, Ritz can call upon the aid of the Djinn Metiel, powerful war spirits that reside within the deepest parts of the Golmore Jungle. Upon being summoned, the Djinn Metiel will possess Ritz's rapier for a period of twelve minutes, reinforcing it with mystical strength: during this time, Ritz's damage output is boosted by 40%, and they take 25% less damage from magical attacks.

        active/SHIELD OF GAMNAG [B] [Personal]
        Yet another ability that draws upon the benevolent spirits of the Wood, this technique makes use of benevolent entities known as the Djinn Gamnag, who will take control of Ritz's shield for a duration of ten minutes, allowing her to focus solely on offense. Without a proper understanding of the technique, the layman would think that Ritz's shield is moving itself: this on its own is a considerable boon, as the confusion it elicits from enemy might allow Ritz an opening for attack. Especially effective since Ritz is a Hume, who therefore should not ostensibly hold any dominion over the Golmore Jungle's Djinns.

        active/MANASTRIKE [B-] [Personal]
        A technique that strikes at the target's magical reserves rather than their health, Manastrike can be a punishing move with mages who have already spread their magical reserves too thin. While the technique's damage to its target's magical reserves--around 40% of their max MP--is considerable, it cannot be used in quick succession; as such, the technique requires quite a bit of proper planning in order to truly shut down opposing mages.

        passive/SOLO FIGHTER [B] [Class]
        The Duelist's rapid-fire fighting style relies mostly on their quick reflexes and high agility. As such, it may become troublesome for them to fight with an ally nearby: the possibility of inflicting friendly fire leads them to hold back from entering their stab-all-you-can-see mode. As such, when fighting without any allies present within a 5-meter radius, Duelists receive a 30% boost to their damage output and agility.

        passive/NOBLE MIEN [B-] [Personal]
        Ritz's combination of natural talent and the privilege of a noble upbringing not only endowed her with great capacity for both swordplay and sorcery, but also with a great deal of charisma. So strong is her capability to influence others that her allies will deal 20% more damage when fighting within a 10-meter radius from her, and her enemies suffer a 20% penalty to their damage when directly targeting her in an attack.

        demonfactor/SILVERLIGHT [EX+] [Class]
        A trademark technique of the legendary viera warriors of old, Silverlight engulfs the viera's entire body in mystical energy, giving their body a silvery aura and increasing their already behemoth speed by a stunning 300%. This allows them to blaze through enemy ranks without fear of enemy attacks even grazing them, and deal copious amounts of damage in a short period of time. Silverlight can only be used once per day, but it lasts a period of eight minutes: plenty of time to devastate an entire battalion, let alone a single opponent.

        demonfactor/CONSTELLAR [EX+] [Personal]
        Constellar is a unique demon factor ability in that it can only be activated while Silverlight is active. It is what some might say an improvement over perfection: in addition to the behemoth speed boost provided by Silverlight, Constellar provides Ritz with a 50% increase in all her rapier-based attacks, and extends the period of Silverlight to twelve minutes. Constellar does not cost MP nor does it place a significant amount of strain on the body: the only thing that limits this skill is Silverlight's duration.
        B. SHAMANESS
        active/BALSA GUARDIANSHIP [B-] [Class]
        A skill that relies on the Djinn Balsa, benevolent spirits of the Golmore Jungle, Balsa Guardianship increases the target's physical and magical defense by 25% for a period of 15 minutes. Upon expiring, the Djinn Balsa will leave a parting gift for the target in the form of a Cura spell. If the target is incapacitated while still being affected by Balsa Guardianship, then the Djinn Balsa will seek out the Shamaness that summoned it, and bestow its protection upon her instead.

        active/DARKGA [B] [Personal]
        Adds Darkga, a Rank B Doomcast spell, to Ritz's magical repertoire.

        passive/SPIRIT CHARMER [B+] [Class]
        The Shamaness is favored by the Wood even among the viera, and the spirits of Golmore Jungle are more inclined to assist them in combat. As such, all techniques involving the usage of Djinns are extended in duration by 4 minutes should they be used by someone with Shamaness as their primary or secondary class.

        passive/GUEST OF GOLMORE [B+] [Personal]
        As the only Hume in recent history to be blessed by the Wood itself, Ritz has an established rapport with the viera residing within. As such, when fighting alongside a viera ally, both of their damage outputs are increased by 40% each. Furthermore, the efficacy of any attack on Ritz that involves the usage of Djinns is reduced by 25%, where applicable.

        demonfactor/AZOTH [EX+] [Class]
        Azoth, also referred to in old texts as the Great Repose, is a skill that is best used when fighting against whole armies. It is a skill that inflicts the Sleep debuff on 50% of the opposing forces, though it cannot reach enemies farther than twenty meters away, and has a target cap of fifty people. Should there be more than fifty eligible targets within range, the ones who will actually be hit by the spell are selected at random. Furthermore, the spell can still miss its targets, for it has a fixed accuracy of 70%. Azoth can only be used twice per day, with at least four hours in between uses.
        C. SPELL REPERTOIRE
        C.1. Secondary Elecast
        Low-tier:
        • Aero (inflicts Wind-elemental damage) [C] [Shamaness, inherent]
        • Water (inflicts Water-elemental damage) [C] [Shamaness, inherent]
        • Holy (inflicts Holy-elemental damage) [C] [Shamaness, inherent]

        Mid-tier:
        • Aera (inflicts moderately powerful Wind-elemental damage) [B-] [Shamaness, inherent]
        • Watera (inflicts moderately powerful Water-elemental damage) [B-] [Shamaness, inherent]
        • Holyra (inflicts moderately powerful Holy-elemental damage) [B-] [Shamaness, inherent]
        C.2. Doomcast
        Low-tier:
        • Dark (inflicts Dark-elemental damage) [C-] [Shamaness, inherent]
        • Confound (inflicts Confuse, rendering the target unable of differentiating friend from foe) [C] [Shamaness, inherent]

        Mid-tier:
        • Darkra (inflicts moderately powerful Dark-elemental damage) [C+] [Shamaness, inherent]
        • Curse (inflicts Addle, rendering the target unable to use their skills) [C+] [Shamaness, inherent]

        High-tier:
        • Darkga (inflicts powerful Dark-elemental damage) [B] [Shamaness, skill-based]
        Roleplay Sample: err, lorem ipsum dolor sit amer....
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          #8    
        Old 3 Weeks Ago (10:36 PM).
        Dungeon Maker's Avatar
        Dungeon Maker Dungeon Maker is offline
           
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          That's good news!

          Love to see you on discord at some point!

          I've settled for Hume shinobi tamer.
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            #9    
          Old 3 Weeks Ago (11:42 PM). Edited 2 Weeks Ago by aeternum.
          aeternum's Avatar
          aeternum aeternum is offline

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          done.

          in regards to bound, i did some quick research on dragoons who the ability is based off of. there's not a lot of concrete evidence, but a lot of people have said that 75 feet is roughly the height of their jumps but of course that's just speculation. I put in 60 as a placeholder for height, but I really have no idea what to put down for length so I just left it open.

          Name: Labanar Byron Barborda
          Age, Sex, Race: 36, Male, Hume

          Appearance and Equipment:
          Spoiler:


          Labanar is a white, male hume in his mid thirties with slicked back, dirty blonde hair. The beard which covers the majority of his face is riddled with graying hairs which match with his dull, grey eyes. The corners of his mouth are contained by wrinkles, likely caused by the permanent half-smile that his lips are displayed in. A large scar is plastered across his face, reaching from the receding hairline on the left side of his head, and travelling all the way down to his chin in a jagged line, to where whatever left the mark to begin with seems to have had punctured the bone, causing his chin to become dented in.

          His rather slender body is adorned in baggy cloth pants and a thin chainmail, which is covered by a heavy set of steel plate armor crafted for his highly above average height of 6' 7". Specially made gloves of rubber are covered with red guards along the arms which reach all the way up to the shoulders of the heavy plate armor, providing some resistance against the elements of fire and lightning.The baggy cloth pants which cover the lower regions of his body are tucked snugly into metal boots that have been fashioned into sharp, pointed tips by the toes. Labanar holds a small wooden knife fastened to the side of his armor, and a studded belt at his waist which holds two, blades. The first blade is a wakizashi style curved sword, with no real distinguishing features. The second weapon, is a somewhat longer sword whose blade spirals into a tip almost making it appear to be a strange and sharpened lance, however the three sharpened edges which make up the spiraling weapon most certainly were designed for the weapon's use as a sword.

          Spiral Blade - One half of a whole. The Spiral blade's counterpart is known as the Inverted Spear. When the two are connected, a powerful ability is said to emerge for those strong enough to wield it. The Spiral Blade on its own is capable of expelling matter/energy around the edges of its blade and most powerfully at its point when activated. The Inverted Spear holds the opposite power, absorbing anything into it that the 'hole' of the lance comes into contact with. When two are one, an ability called "Becoming The Beast" may give itself to the wielder of the weapon.
          (example, I cut someone with the blade but they have armor, so it instead hits the armor and then expels a powerful blast of energy from that point of contact, significantly denting the armor and perhaps crushing whatever is beneath.)


          Wakizashi - a currently powerless and featureless blade of thirteen inches. Originally wielded by Labanar's wife.

          Wooden Knife - a plain, wooden knife. one of a pair crafted by childhood friends. Labanar currently wields the one made by Gigramor, and vice versa.

          Rubber gloves - gloves made of rubber, nullify electric attacks to the hands and wrists. Don't provide much in terms of defense for the rest of the body.

          Red Gauntlets - Armor which covers the hands and reaches up to the shoulder. Grants immunity to the fire element when using the arms to block, but not much else.

          Platemail - A set of armor consisting of two layers - chainmail, and plate armor. Rather sturdy defense against both physical and ranged attacks.

          Personality and history: Labanar is and always has been one of the more cheery knights of Ivalice. He's often overlooked the darker side of going ons around him in hopes of seeing the goodness not only in himself, but in all others that he has dealt with. Even when in conflict, he would often hope to end the battles without killing the enemy - which often left him in a state of depression as he sat surrounded by the numerous men and women that he'd been forced to kill by not being able to see eye to eye.

          Around his 23rd birthday, Labanar was sent out on a supposedly straightforward and peaceful recon mission alongside a group of twelve others. However, things had not been as they initially appeared. Soon after setting out, the group was ambushed, and due to Labanar's feelings about violence and bloodshed, he'd failed to take the initiative and quickly lost half of the men he'd been traveling with. After a long and arduous battle that saw to the end of every member of the scouting part save for himself, Labanar returned to his kingdom only to be told he was being dismissed from the knighthood due to his numerous failures and shortcomings.

          After being dismissed from the knighthood in his mid twenties, Labanar found himself completely lost. For roughly a year after his dismissal, Labanar only lived to drink himself into a stupor, ignoring not only his own well being but that of all those around him as he lazily swung his sword and fists alike through dozens of bars across the country until the day that he found his first love, Mera; the Viera woman who brought him back to his senses and caused him to see the error in his ways once more.

          Mera and Labanar lived together for four years, hunting great beasts together and joining up with numerous caravans as they traveled the country in search of a deeper meaning to themselves. The two fell deeply in love, so much so that Mera soon became pregnant with their child. Not wanting to put his newfound family in danger, Labanar chose to settle down with Mera and continue hunting beasts on his own so as to protect her and their child. Things continued well up until the second month after their daughter was born.

          Once Labanar had turned 28, he'd saved up enough money that he hoped to never have to travel away again and could finally put down his sword and live his life. However, fate had different plans in store for the man. For on the second month after his daughter had been born and while he was out on a final hunting mission, he received word that Mera and his daughter had been kidnapped and were being held for a ransom that was equal to all that he'd managed to save up until that point.

          In a rush, the knight hurried to the location noted on the ransom and waited to confront the men who'd taken his family hostage only to find that Mera herself was in the lead of them. The woman laughed as Labanar wept, wondering where things had gone wrong. Mera handed their child off to one of the various men behind her, stating that Labanar held no place in her heart nor in their daughters since the child wasn't even his to begin with, but one of the men's behind her. Labanar began to weep harder as he raised his sword, readying to take his wife and child back home from the men who'd kidnapped and brainwashed her into saying such things.

          However, as always, things failed to go as planned and Labanar failed to meet eye to eye with anyone present on that day. The knight hacked his way through the numerous members of Mera's gang, only to come face to face with the woman herself as she brandished a wakizashi. Mera struck Labanar across the face, scarring him permanently before tragically tumbling backwards over their daughter who had fallen from the perch she'd been resting on while her true father fought the knight. Mera fell into a ravine, leaving her sword and the now dead child behind as she plummeted to her own death.

          Refusing to believe any of what had happened, Labanar took the wakizashi for himself, holding it as his final memento of what he'd once had. Hoping to learn more about his family, the knight began to study the art of the Samurai, hoping to connect with the spirit within his ex-wife's blade so they could reminisce together. Monster hunting and journeying the lands was now long behind him. All that Labanar could care about now was learning the truth of what had transpired, and in order to do so he dedicated himself to his new blade.

          During his meditation, Labanar was contacted by an old friend in the knighthood by the name of Gigramor Laslapur who told him of a secret program going on behind the scenes that could net him his position as knight back and clear his name if he survived the trials in wait. Labanar brushed off his old friend's invitation, wanting only to deepen his relationship with the spirits of his swords. Gigramor accepted Labanar's dedication to his own pursuits, but did not give up on the recruitment. Instead, the knight sent a number of men and women to recruit his old friend. Eventually, the ex-knight buckled and agreed to join in only because of the prospect of gaining more powers that could allow him to see more clearly his foggy past.

          Since obtaining the promised powers of Project Bel, Labanar has been seen assisting the townsfolk in any way that he could while awaiting higher orders. Labanar is often seen as a role model to the other knights of the Kingmarch, as he's been more than happy to act as both a sparring partner as well as a preacher of peace and hope while still seeking more knowledge from the libraries and other Samurai on how to hone his mind and skills. More often than not however, Labanar is out with various clans, helping them with their hunts and offering protection from bandits just as he always had before.

          His morals remain unchanged, even after having traversed the darkness of Project Bel and finally finding the dark truth behind his wife's intentions. Labanar remains ever stalwart a symbol of hope and sincerity, not only for others but for himself. As a man who believes that to give in to darkness once more would mean to cease to exist as he is, Labanar strives ever harder to become a light for the lost, and a rock for the sinking.

          Classes: Iron Knight & Samurai

          Class Skills -
          active/BATTLE STANCE [B] - Iron Knight
          passive/EQUIP ALL [B] - Iron Knight
          demonfactor/ARCHIVE SPACE [EX+] - Iron Knight
          active/LIFE TRANSFER [A+] - Samurai
          passive/LIGHTNING STRIKE [C-] - Samurai
          demonfactor/THE ART OF WAR [EX+] - Samurai

          Personal Skills -
          active/TIT FOR TAT [C+] (3) - Iron Knight

          - By exerting extreme focus, Labanar can see through any armor or barrier raised by an enemy and with a single strike of his blade, take that enemy down to near-death. Can be used once a day, and only when Labanar himself is near death.

          active/BOUND [A-] (7) - Iron Knight

          - A massive leap or jump in any direction that occurs in the matter of four to five seconds at maximum. Can jump roughly 60 feet into the sky, or 200 feet in radius from a standing start. The ability can be used up to eight times a day, but with five minute intervals due to the stress induced on the legs.

          passive/AMBIDEXTROUS [A] (8) - Iron Knight

          - Years of painstaking training and dire life and death situations have saw to it that Labanar is capable of wielding weapons in either hand, and at times one in each with little or no drop in power or skill.

          demonfactor/BECOMING THE LEGEND [EX+] - Iron Knight

          - Within the Archive Space, there exist a great many weapons and armours once belonging to heroes of legendary status. However, finding these weapons for oneself can at times be an arduous and dangerous task without the permitting time. With BTL active however, these heroic weapons are drawn towards Labanar, allowing him to more easily take hold of their power with the drawback of losing control over his own self to the chosen weapon's memories of its previous hero. This abilitiy has a similar time limit to Archive Space due to its relation with the complementing ability. May only be used once daily.

          active/BUSHIDO [C+] - (3)Samurai

          - Killing is not always the answer in war or politics. At times, simply destroying the weapon of your opponent or dismantling their wardrobe is enough to settle the score for another day. By using Bushido, Labanar will focus intently on destroying only a certain part of the opponent's equipment whether it's their weapon or armor, this technique focuses on slowly ridding your opponents of options save for retreat.

          passive/KANJŌ ARTS [B-] (4)- Samurai

          - Emotions can be a warriors greatest weakness, or a veritable strength. Due to the deep connection that Labanar has created with his armaments, these emotions can come pouring out at any given time causing a number of different effects depending on the emotion in question and its intensity. Effects mostly range within the effects of granting or negating primary and secondary cast (low-mid tier) upon weapon or armor.

          Roleplay Sample: Balfonheim
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            #10    
          Old 3 Weeks Ago (8:54 AM).
          Noraxia's Avatar
          Noraxia Noraxia is offline
             
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            err, hi! i am certainly still interested in joining this RP too, but i am currently on a trip, and will be without a computer for around 10 more days. i have a concept for a Viera Sniper, but i'm currently typing on a phone and i don't have a lot of time to write each day either... i will try to get something remotely acceptable up soon, but otherwise i understand if you can't wait that long. of course if spots fill up before then i'll be out of luck regardless, haha. godspeed to both of us!
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              #11    
            Old 3 Weeks Ago (11:07 AM).
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            Cactusmancer Cactusmancer is offline
               
              Join Date: Jul 2017
              Location: Washington, D.C.
              Gender: Male
              Nature: Adamant
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              Hey, I'm back!

              I just wanted to reserve a spot if that's okay! Either today or tomorrow I'll write up my character but for a little preview I'll let you know what's cooking in the ole' nog.

              Look forward to a Bangaa Solar Monk/Silencer who jumps around the battlefield from mage to mage, stopping magical users before they get out of control!
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                #12    
              Old 3 Weeks Ago (1:23 PM). Edited 3 Weeks Ago by Parivir.
              Parivir's Avatar
              Parivir Parivir is offline
              rage, rage against the dying of the light.
              • Gold Tier
               
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              Location: Jakarta, Indonesia
              Age: 19
              Gender: Male
              Nature: Relaxed
              Posts: 191
              Quote:
              Originally Posted by aeternum View Post
              done.
              A nice twist on the gentle giant trope. Say hi to our first demon knight, y'all: Labanar is accepted.

              (Regarding Bound, don't worry too much about it haha, you don't have to strictly adhere to canon in this RP or anything. Small question though: the skill doesn't necessarily have to be used in a combat setting, yeah? Scaling walls and hills and stuff with it is possible?)

              Quote:
              Originally Posted by Noraxia View Post
              err, hi! i am certainly still interested in joining this RP too, but i am currently on a trip, and will be without a computer for around 10 more days. i have a concept for a Viera Sniper, but i'm currently typing on a phone and i don't have a lot of time to write each day either... i will try to get something remotely acceptable up soon, but otherwise i understand if you can't wait that long. of course if spots fill up before then i'll be out of luck regardless, haha. godspeed to both of us!
              Hey there, Noraxia; I'm in no particular rush to start, so if 10 days are the amount that people require to fill out their SUs I'm perfectly fine with that. Unfortunately though I won't be doing reservations on this RP, so if others beat you to the punch there's not really anything I can do about that haha. If at the end of your 10 days (or if you can scrounge up enough time to write within that timeframe) a spot remains open, then please be my guest. Safe travels!

              Quote:
              Originally Posted by Cactusmancer View Post
              Hey, I'm back!

              I just wanted to reserve a spot if that's okay! Either today or tomorrow I'll write up my character but for a little preview I'll let you know what's cooking in the ole' nog.

              Look forward to a Bangaa Solar Monk/Silencer who jumps around the battlefield from mage to mage, stopping magical users before they get out of control!
              Welcome back! Sorry to say I won't be doing reservations in the RP, but with six slots still open, it appears to me that if you intend to post your SU by tomorrow then you're very much in the clear heh. Looking forward to it!

              (Quick note though: as the Silencer's power comes from their garments, it might do to have your Solar Monk wear a Silencer Sash or Silencer Armguard or something trivial like that just to remain role-relevant, haha.
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                #13    
              Old 3 Weeks Ago (11:28 PM).
              aeternum's Avatar
              aeternum aeternum is offline

              Barely Living

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              Join Date: Mar 2013
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              Quote:
              Originally Posted by Parivir View Post
              Regarding Bound, don't worry too much about it haha, you don't have to strictly adhere to canon in this RP or anything. Small question though: the skill doesn't necessarily have to be used in a combat setting, yeah? Scaling walls and hills and stuff with it is possible?
              More than likely yeah since it's really just a more energetic jump lol. Infiltrating fortresses will be a breeze. Just leap over the walls lol.
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                #14    
              Old 3 Weeks Ago (2:21 AM).
              Dungeon Maker's Avatar
              Dungeon Maker Dungeon Maker is offline
                 
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                Quote:
                Originally Posted by aeternum View Post
                More than likely yeah since it's really just a more energetic jump lol. Infiltrating fortresses will be a breeze. Just leap over the walls lol.
                Something to keep the shinobi jealous: leap over the obstacles instead of climbing them.
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                  #15    
                Old 2 Weeks Ago (9:45 PM).
                Parivir's Avatar
                Parivir Parivir is offline
                rage, rage against the dying of the light.
                • Gold Tier
                 
                Join Date: Dec 2010
                Location: Jakarta, Indonesia
                Age: 19
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                Nature: Relaxed
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                Quote:
                Originally Posted by Dungeon Maker View Post
                snip
                Allow me to reflect the praise you gave me back to you: this is beautifully extensive. Really love how you interpreted Eastern Arsenal, too. Accepted.

                And with that, five slots remain.
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                But now when I fall upon the sidewalks of life,
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                  #16    
                Old 2 Weeks Ago (4:38 AM). Edited 2 Weeks Ago by Estrello.
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                Estrello Estrello is offline
                Beyond The Stars
                   
                  Join Date: Apr 2011
                  Location: England
                  Gender: Male
                  Nature: Jolly
                  Posts: 724
                  Reserve me please!

                  I didn't realise this was Final Fantasy, it's not obvious apart from some of the Abbreviations.
                  How old are the heirs?

                  I'm not au fait with FF. I've seen Advent Children and Phantom Within.
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                    #17    
                  Old 2 Weeks Ago (8:49 AM).
                  Parivir's Avatar
                  Parivir Parivir is offline
                  rage, rage against the dying of the light.
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                  Location: Jakarta, Indonesia
                  Age: 19
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                  Posts: 191
                  Quote:
                  Originally Posted by Estrello View Post
                  Reserve me please!

                  I didn't realise this was Final Fantasy, it's not obvious apart from some of the Abbreviations.
                  How old are the heirs?

                  I'm not au fait with FF. I've seen Advent Children and Phantom Within.
                  Hey there Estrello; I won't be doing reservations, unfortunately, but given that five spots remain I wouldn't worry too much about it haha. Just get something in when you're ready.

                  FF being the monstrously huge franchise that it is, I can't say I'm surprised. The lore from this game only draws from two particular titles, and they have little in common with FF7 beyond some recurring races maybe; Phantom Within, I'm not familiar with. The heirs (that is, Ritz's heirs) are both 17 (they're twins). More info on them and other side-characters will be gradually revealed as the RP goes on (though if you're that interested, you can find Auber and Gina under the spoiler tag in this post.)

                  Hope to see an SU from you soon! Until then.
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                    #18    
                  Old 2 Weeks Ago (10:24 AM).
                  GanguEevee's Avatar
                  GanguEevee GanguEevee is offline
                  ~Calamity Trigger~
                     
                    Join Date: Feb 2012
                    Location: Bronx, NY
                    Age: 16
                    Gender: Female
                    Nature: Serious
                    Posts: 200
                    Oh man, do I REALLY want to join this RP so much. I don't think I'm even worthy to join this!
                    A bit of a small question...by minor alterations on the class costume, does that include color alterations? Like, for example, a Commander whose attire is red instead of blue. But that would be a major change, right?

                    Oh, and I'm actually going to be making the picture for my character, in case you're wondering. I'm sorry if it sucks or something...I have drawn Moogles before, but i have never bother to try drawing Ivalice Moogles.
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                      #19    
                    Old 2 Weeks Ago (11:06 AM).
                    Parivir's Avatar
                    Parivir Parivir is offline
                    rage, rage against the dying of the light.
                    • Gold Tier
                     
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                    Location: Jakarta, Indonesia
                    Age: 19
                    Gender: Male
                    Nature: Relaxed
                    Posts: 191
                    Quote:
                    Originally Posted by GanguEevee View Post
                    Oh man, do I REALLY want to join this RP so much. I don't think I'm even worthy to join this!
                    A bit of a small question...by minor alterations on the class costume, does that include color alterations? Like, for example, a Commander whose attire is red instead of blue. But that would be a major change, right?

                    Oh, and I'm actually going to be making the picture for my character, in case you're wondering. I'm sorry if it sucks or something...I have drawn Moogles before, but i have never bother to try drawing Ivalice Moogles.
                    Wow, that's some dedication haha. By attire changes I mean like don't give your Savage a full suit of armor or make your Duelist wear robes; color shifts are A-OK in my book.

                    I will admit that I'm selfishly looking for higher-quality SUs and posts here because this baby was in the oven for half a year, but honestly looking at your work in Persona: Devil's Game, I don't think you have much to worry about (yes I stalk other RPs in my spare time why are you moving away from me)

                    ...ahem. Here's hoping things work out for both of us! Cheers.
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                    If you cut me I could shine.
                    But now when I fall upon the sidewalks of life,
                    I skin my knees. I bleed.
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                      #20    
                    Old 2 Weeks Ago (11:23 AM).
                    Nakuzami's Avatar
                    Nakuzami Nakuzami is offline

                    Babashook

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                    Join Date: Sep 2010
                    Location: Babapride
                    Age: 19
                    Gender: Female
                    Nature: Jolly
                    Posts: 6,244
                    Fun times, seeing what's popping up here

                    Figured I'd announce that I've been working on a Bangaa Battlemage/Devout (Bangaa was my backup after Hume, and after seeing two SUs for Humes I switched to it, and in hindsight it should have been my first choice anyways lmao). Glad to see there's no crossover with the other Bangaa WIP as well.

                    Unfortunately I'm not as far along as I'd like, since I didn't have internet over the weekend and, knowing nothing about the Bangaa as a race (or the exact details of the games this is based on (familiar with them, but not precisely)), I wasn't able to write it all out to my satisfaction haha. It's also been ages since I've written a proper SU.

                    For now, though, I'd like to present what I came up with as far as skills/equipment, to see if they should be toned down/altered for the time being or not.

                    Spoiler:
                    Equipment: (all placeholder names)
                    >Guardian Flame - Unique Sword - Deals fire damage. Generates a shield when parrying, figured it could alter based on the wielder's emotions (ex: increases defenses the more afraid its wielder is, more potent flames with anger.) Also "Said to evolve to suit the wielder, but only once sword and wielder are fully in sync." - thought it'd be neat if it became more well-suited for the character later on, esp. since I was thinking of having him specialize in water-element attacks. I'm not overly attached to it (wasn't going to give him a weapon at all at first), but in-between writing the SU I literally came up with the sword in a dream (the whole "shield based on wielder's fear" thing) and I thought "muk son, that's cool I should use that"

                    (wasn't sure exactly how much each should increase resistances, so I put some thoughts after each)
                    >Runed Cloak - increase RES and SPD (moderate increases to both?)
                    >Torrential Boots - increase water resistance and damage output (20% water RES, +10% water-based damage?)
                    >Holy Earring - increase resistance to doomcast and undead (10% doomcast RES, +20% RES to all attacks from Undead sources?)
                    Skills:

                    A. Battlemage

                    active/MAGIC BLADES [A-] [Class]
                    Seasoned Battlemages are capable of shaping their magical energy into blades, with which they can engage in combat. The shape and properties of these blades depends largely on the type of magic used: shaping Fire magic into a magic blade would create fire-elemental swords, and so on. These blades can gripped and swung much like one would use a conventional sword, or can be left levitating in midair and be commanded to autonomously attack through the Battlemage's magic power. Battlemages can control up to six magic blades in this manner at a time (except while Bladestorm is active, in which case the limit is essentially lifted), significantly increasing their offensive presence.

                    active/DEFENSIVE STANCE [B] [Personal]
                    A variation on the Magic Blades technique that conjures shields, increasing [NAME]'s defensive capabilities, with different boons depending on the element used to craft the shields. It can be used in conjunction with Magic Blades for a balanced sword and shield stance, or the blades can be forsaken entirely for a purely defensive paradigm. When focusing more on defense, floating shields may be created to block attacks from multiple directions, or to protect allies. Additionally, the more focus that's placed on defense, the greater the cut to [NAME]'s speed. This skill may also be used during Bladestorm to transform it into Sentinel's Flight.

                    active/MYSTIC LASH [C-] [Personal]
                    Another variation on the Magic Blades technique, allowing for the construction of magical whips and chains for lashing and restraining enemies. Can be used in conjunction with blades, which allows for punishing combos, particularly during Bladestorm.

                    passive/AURAL REINFORCEMENT [C+] [Class]
                    The mere presence of a Battlemage can affect allies' weapons in a positive manner: the aura emitted by their magical blades also imbues allies' weapons with magical energy, increasing their damage output by 15%. This affects the weapons of all allies within a two-meter radius of the Battlemage.

                    passive/DRAGONSPEED [A+] [Personal]
                    Years of intense conditioning and focus on agility over durability have given [NAME] an unmatched boost in speed among Battlemages, at the cost of severely lowered physical defenses. They can't hurt you if they can't touch you.

                    demonfactor/BLADESTORM [EX+] [Class]
                    Bladestorm is a technique that taps into the Battlemage's deepest magical reserves so that they might create blades in tremendous numbers (50-100). These blades are then rained down upon the opposition, dealing massive amounts of damage, especially when fighting against many opponents. Due to the sheer amount of magical energy required to use this technique, it can only be used once per day.

                    demonfactor/SENTINEL'S FLIGHT [EX+] [Personal]
                    A variation on Bladestorm, accessible by using Defensive Stance during the aforementioned demon factor. Sentinel's Flight summons an impenetrable array of shields that can fend off practically any assault. The shield array may be maintained for a maximum of five minutes, depending on how far into Bladestorm that Defensive Stance is activated.

                    B. Devout

                    active/HEALING HAND [C+] [Class]
                    Although Devouts are almost exclusively an offensive class, they do have some form of healing magic: the hand protruding out from under their hats actually has curative properties. When activated, the hand will restore a moderate amount of HP to the Devout.

                    active/WATERJA [A+] [Personal]
                    Adds Waterja, a Rank A+ Secondary Elecast spell, to [NAME]'s magical repertoire.

                    passive/RIGHTEOUS FORCE [A-] [Class]
                    Devouts are blessed warriors of the Light of Kiltia, and thus receive their blessings when they strike into combat. The most evident of Kiltia’s blessings increase the power of the Devout's holy-elemental spells by 40%, and enhances their effectiveness against undead forces by 100%.

                    passive/GENTLE TOUCH [C-] [Personal]
                    [NAME]'s focus on balance has given him in increased efficacy in healing skills. The potency of his healing skills are increased by twenty percent, and he's able to channel them to heal others, with an additional twenty percent increase in effect when used on others.

                    demonfactor/CALL AVATAR [EX+] [Class]
                    Call Avatar is a skill normally reserved for the highest-ranking members of the Light of Kiltia. When activated, the skill randomly summons forth one of the nine Holy Avatars of the Light of Kiltia pantheon. Although the Avatar called is on paper random, the technique has a conspicuous tendency to summon what Avatar would best suit the caster's current needs. Call Avatar places only half the toll on the caster's magical reserves compared to a normal summon by the Pilgrim, and may be used up to 10 times a day.
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                      #21    
                    Old 2 Weeks Ago (12:28 PM). Edited 2 Weeks Ago by Parivir.
                    Parivir's Avatar
                    Parivir Parivir is offline
                    rage, rage against the dying of the light.
                    • Gold Tier
                     
                    Join Date: Dec 2010
                    Location: Jakarta, Indonesia
                    Age: 19
                    Gender: Male
                    Nature: Relaxed
                    Posts: 191
                    I feel like a total mother hen, haha. I keep coming back every half-hour to check for new posts,
                    and lo and behold!

                    Quote:
                    Originally Posted by Nakuzami View Post
                    Guardian Flame - Unique Sword
                    I really like the sound of this sword, and at the same time quite mad that I never thought of such an armament before. I demand that you be overly attached to it, lest I steal the idea for myself somewhere down the line. Might be prudent to present such a powerful weapon with an accompanying lore, though. And maybe its history with your character? Just some thoughts to consider, heh.

                    Quote:
                    Originally Posted by Nakuzami View Post
                    other equipments
                    All of these sound A-OK to me. It's not like we're going to crunch down on the numerology aspect of this RP anyway, it just provides little tidbits for you to mention in battle sequences (oh this dude's summoning shiva glad i have my trusty arctic headband oh dang i woulda been dead if i didn't have my trusty arctic headband lucky me) so yeah!

                    Quote:
                    Originally Posted by Nakuzami View Post
                    active/MYSTIC LASH [C-] [Personal]
                    This to me is quite OP for its rank; notice how useful it is compared to the Samurai's C- ability, which grants a significant boon for a pretty big cost. I think the fact that this a) adds a whole new dimension in your character's battle style, especially since you described it not only as an offensive technique but a supportive one as well and b) seems to be a technique that can be used very regularly it warrants at least a [B-]. If you want to keep it at that rank, I recommend nerfing it considerably.

                    Quote:
                    Originally Posted by Nakuzami View Post
                    passive/DRAGONSPEED [A+] [Personal]
                    This, on the other hand, is to me clearly overranked. If it was just a huge speed boost I might understand the [A+], but at the cost of severely lowered defenses? If you split the rank difference between this skill and Mystic Lash I think we could be good to go lol

                    Quote:
                    Originally Posted by Nakuzami View Post
                    passive/GENTLE TOUCH [C-] [Personal]
                    Same issue as Mystic Lash, actually; I think a permanent 40% boost to effectiveness every time you use a healing spell (or yeah 20% sometimes) warrants more than a [C-] Some rebalancing is in order imo, but I'd be happy to hear the rationale behind this ranking

                    Quote:
                    Originally Posted by Nakuzami View Post
                    in general
                    I'm a fan of this idea; I think it's cool how you kinda reimagined the entire Battlemage class into a shield-toting all-purpose tank, and I'm excited to see how such a character might function in the RP. I do think the skills need quite a bit of rebalancing in terms of power; keep in mind that you'll earn more skill points down the line, meaning you can upgrade your existing skills to a more powerful version should you choose to do so. So you don't necessarily have to be an impenetrable fortress rapidfiring Waterja swords and flaming whips and curing the entire batallion right out the gate, haha.
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                      #22    
                    Old 2 Weeks Ago (12:46 PM).
                    Nakuzami's Avatar
                    Nakuzami Nakuzami is offline

                    Babashook

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                    Join Date: Sep 2010
                    Location: Babapride
                    Age: 19
                    Gender: Female
                    Nature: Jolly
                    Posts: 6,244
                    Quote:
                    Originally Posted by Parivir View Post
                    I really like the sound of this sword, and at the same time quite mad that I never thought of such an armament before. I demand that you be overly attached to it, lest I steal the idea for myself somewhere down the line. Might be prudent to present such a powerful weapon with an accompanying lore, though. And maybe its history with your character? Just some thoughts to consider, heh.

                    ---

                    All of these sound A-OK to me. It's not like we're going to crunch down on the numerology aspect of this RP anyway, it just provides little tidbits for you to mention in battle sequences (oh this dude's summoning shiva glad i have my trusty arctic headband oh dang i woulda been dead if i didn't have my trusty arctic headband lucky me) so yeah!
                    Awesome lol. Don't worry, I already have some lore and character history planned for the sword. Just didn't know if "oh muk variable unique weapon!!!1!!" was a good starting piece of equipment lmao.

                    Quote:
                    Originally Posted by Parivir View Post
                    This to me is quite OP for its rank; notice how useful it is compared to the Samurai's C- ability, which grants a significant boon for a pretty big cost. I think the fact that this a) adds a whole new dimension in your character's battle style, especially since you described it not only as an offensive technique but a supportive one as well and b) seems to be a technique that can be used very regularly it warrants at least a [B-]. If you want to keep it at that rank, I recommend nerfing it considerably.
                    Ah, okey dokey. I suppose my rationale for its rank was that all it really seemed to be was a shape variation on the blades, essentially, but that makes sense.

                    Quote:
                    Originally Posted by Parivir View Post
                    This, on the other hand, is to me clearly overranked. If it was just a huge speed boost I might understand the [A+], but at the cost of severely lowered defenses? If you split the rank difference between this skill and Mystic Lash I think we could be good to go lol
                    Haha sounds perfect. I was thinking it might have been, since it was "let's make this tanky class really fast as well," which is also why I threw in the lowered defenses, which I guess was the relevant trade-off there.

                    So splitting the difference between this and Mystic Lash as far as rank is a quick fix.

                    Quote:
                    Originally Posted by Parivir View Post
                    Same issue as Mystic Lash, actually; I think a permanent 40% boost to effectiveness every time you use a healing spell (or yeah 20% sometimes) warrants more than a [C-] :( Some rebalancing is in order imo, but I'd be happy to hear the rationale behind this ranking
                    Ah, yeah same deal with the equipment, basically; I just used some numbers that seemed to fit. I was also exclusively thinking of it being used with Healing Hand (being the only healing ability available to these two classes, afaik), so I was thinking of it as a moderate boost on a weak healing spell, and requiring physical contact was why I thought of having it more effective on allies.

                    I can totally keep that premise and just rebalance it, though. Perhaps just cut it in half to 10% and 20% bonuses, respectively? Then upgrade it later while also coming up with upgraded healing spells, perhaps.

                    Quote:
                    Originally Posted by Parivir View Post
                    I'm a fan of this idea; I think it's cool how you kinda reimagined the entire Battlemage class into a shield-toting all-purpose tank, and I'm excited to see how such a character might function in the RP. I do think the skills need quite a bit of rebalancing in terms of power; keep in mind that you'll earn more skill points down the line, meaning you can upgrade your existing skills to a more powerful version should you choose to do so.
                    Awesome, no problem then! And it was fun to work on that way. At first I was thinking "muk, so I just took a class whose main stat weakness seemed to be speed, and fixed that, and then added defenses on top of it?" and was pondering how OP it sounded, but it seems to have resulted in a relatively balanced concept, considering all of the trade-offs within the abilities and how they interact. If nothing else, it seems like it will be fun to play.

                    And now that I can pull up the relevant info on Bangaa/Ivalice I was lacking before, hopefully I can power through the rest of my SU later tonight.
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                      #23    
                    Old 2 Weeks Ago (8:17 AM). Edited 2 Weeks Ago by Cactusmancer.
                    Cactusmancer's Avatar
                    Cactusmancer Cactusmancer is offline
                       
                      Join Date: Jul 2017
                      Location: Washington, D.C.
                      Gender: Male
                      Nature: Adamant
                      Posts: 6
                      Only a few days late but all the stronger for it! Ladies and gents allow me to introduce you to:

                      Name: Gelazela “Gel” Khamzour

                      Age: 55

                      Race: Bangaa

                      Gender: Female


                      Spoiler:
                      Thanks to this artist for being one of three people to draw a bangaa on the internet.


                      Appearance:
                      Spoiler:
                      Gelazela Khamzour’s scales are light orange, dried and bleached by the sun. She is short for a race known for its intimidating physical presence, standing at 156 cm.

                      Her age is worn on her body, featuring sagging around her neck, a drooping stance and countless scratches etched into her scales. Despite her cheerful disposition she is often misinterpreted by non-Bangaa as scowling due to her long mouth and particularly sharp teeth. Her feet and hands contort in ways that can appear painful and when she moves there are times when her joints make loud popping sounds.

                      While it is said that a Bangaa’s tail always grows back Gelazela has been maimed so many times that her own is far shorter than it used to be. What was once a beautiful point of pride that Gelazela would lazily cast onto the floor has been reduced to less than a meter of scales following her.

                      Due to her unique background as both a Solar Monk and a Silencer she has cobbled together the uniforms of both disciplines, featuring the traditional head coverings and numerous decorations of the Solar Monk with the specially crafted Silencer jacket.


                      Personality:
                      Spoiler:
                      For the ultimate mage-killer Gelazela does not feature a particularly harsh personality. While she takes her work and power seriously she is generally a carefree woman, content to follow her passions wherever they may lead her.

                      She is amicable and ready to discuss mages and the arcane from the perspective of a fighter, an enthusiast or even as if she were a seasoned magus herself. Her friendliness only runs so deep however, as she is quick to end friendships, romances and even long time partnerships if her passions lead her elsewhere in the world. She is known to abandon friends for years, only to return as if nothing had ever happened.

                      When she fights this friendliness vanishes and Gelazela enters a silent and brutal state. If she were to speak and engage with the enemy socially she would struggle to kill or hurt them. If she keeps herself closed they are simply targets.

                      Gelazela is also known for her pathological fibs. Despite her friendly nature she casually lies about things as minor as what she had for breakfast to as major as her name and background. Her lies are known to get her into trouble, often encouraging her to leave town and move wherever her heart takes her.


                      History:
                      Spoiler:
                      Gelazela was born to a small merchant family that wandered the deserts of Ivalice. Her mother, father, uncles, aunts and cousins would scavenge the hidden treasures of the desert, whether it be from tombs, corpses or corpses-to-be. These goods would then be taken into town and sold. This lifestyle was hard, but there was much to be gained from it.

                      From an early age Gelazela had a worldly perspective and found herself eager to soak up as much as she could about the world she lived in. She would read books and tombs before her family was able to sell them, she would make records of strange monsters that she could spy from afar and up close and she would learn from the many strangers she crossed paths with.

                      Gelazela is fascinated by the arcane and magic. She never had much interest or skill in practicing the art herself but nevertheless the world of magic fascinated her. Transmutation, summoned creatures and more became a world she was eager to learn more about, more than her lifestyle could provide. Her family misunderstood her interest in magic as an interest in combat and decided that another guard for their merchant caravans could not be a bad thing. Gelazela was a quiet child, eager to learn where she could and so although combat was never a field she imagined herself in she embraced the opportunity.

                      This began Gelazela’s training as a Solar Monk. Whereas most monks spend their days at a specific temple, Gelazela was a special case. Due to her family’s business she needed to be on the move. She hopped from temple to temple, training diligently and living between two worlds, the life of a merchant and the life of a monk.

                      On one dry day Gelazela was exploring the caves of the desert of Ivalice with her cat, Balfonheim. Balfonheim, or as Gelazela called him, Balf, ran into a cave that from the outside looked like any other but on the inside held a room of gold. Golden coins, golden weapons and armors and most eerily of all, lifelike golden statues of monsters and peoples alike. Gelazela was so enraptured with stuffing her pockets with gold that the footsteps entering the cave failed to reach her ears. Gelazela turned around and was face to face with three gaudily dressed nu mou and one chained bangaa prisoner. Gelazela hardly had a chance to react before the nu mou began to assault her with magic, hissing in a demonic sounding tongue.

                      In the chaos of battle the bangaa prisoner was freed from her chains and she began to disable the nu mou from casting their spells with the powers of a silencer. This allowed Gelazela to handily defeat all three of the attackers. After the battle the bangaa revealed that her clothing allowed her to stop any and all magic through its specially enchanted properties and that she was a hunter of those who used their magic for evil. The mysterious bangaa began to remove her jacket to showcase it to Gelazela when a blast erupted from the ground beside her from a dying nu mou. The mysterious bangaa began to contort in pain as her body turned to solid gold. Gelazela moved to kill the nu mou and ensure that the other two were dead as well but it was too late; the mysterious bangaa was now solid gold. Only the jacket she had managed to remove remained.

                      Guilt and horror washed over Gelazela as she realized the nature of the room she stood in. This was not a treasure trove, it was a graveyard. This spurred Gelazela’s interest in the arcane to become an obsession. She left her merchant life, cat Balf and her family behind, adorned the mysterious bangaa’s clothing and began to search the land to try to find answers about where those nu mou originated from and if there were more like them. She trained, she fought and would join any organization that may have answers or perhaps even a way to reverse the gilded curse.

                      This all came to a head when Gelazela enrolled in project Bel...


                      Classes: Solar Monk (primary class), Silencer (secondary class)

                      Equipment:
                      Spoiler:
                      A pole that is commonly used by monster tamers, the Shock Stick is prized for its durability and non-lethal electrical shocks. The durability of the pole has made it mildly popular amongst fighters who wish to rely on a tool for less-straightforward styles of combat and guards who seek to engage in riot control. Other uses include vaulting, holding large amounts of weight and even blocking attacks from sharp blades. Although the shocks of the stick are non-lethal the force of the pole has been known to kill in the right hands. [Deals thunder-element physical damage, moderately increases block chance]

                      An essential item for any noble traveller, the Gaudy Cape and Cowl is as austentatious as it is practical. It is made from the fur of the softest and plumpest dreamhares of royal menageries. In order to prevent assassinations of nobles in their own homes and on the road the Gaudy Cape and Cowl has been enchanted to protect the wearer from projectiles. The Gaudy Cape and Cowl is also infamous for how flammable it is, increasing the user’s vulnerability to fire-based attacks. It is also very warm. [Increases projectile dodge chance, reduces ice damage received by 10%, increases fire damage received by 20%]

                      A mysterious relic of a great Silencer, the Golden Bangaa’s Jacket is not-as the name may imply-golden. Its original wearer has been turned to gold and its origin is unknown, for it is unlike any other Silencer’s gear. In addition to the normal benefits of a Silencer’s gear it grants a mysterious weightlessness that protects the wearer from the perils of gravity. [One-of-a-kind, enables Silencer abilities, grants feather-fall]

                      A staple of hikers, the Cleated Boots are functional and popular shoes used to help traverse unforgiving terrain. They are plain looking and bear the insignia of Dart, a famed adventuring leatherworker. They allow the wearer to resist knockback effects and have limited combat application. [Slightly increases physical damage, chance to resist knockback effects]

                      An Heirloom of the Khamzour Family passed down for generations. Said to bring goodluck and a long life to all who wear it. It is encrusted with multiple fine gems including rubies and diamonds. It is said that there are few merchants in the world capable of purchasing it for its true value. [One-of-a-kind, grants the wearer life-regen and mana-regen]


                      Skills:
                      Spoiler:

                      Class Skills

                      active/BLAZE OF GLORY [B+] (Solar Monk)
                      While fighting under the sun, the chi flowing within the Solar Monk's body increases, and in turn so, too, do their offensive capabilities. Solar Monks exposed to sunlight may opt to harness the chi flowing through their body to increase their strength and encourage faster reflexes. As a result, while active, Blaze of Glory provides a 25% boost to both their attack power and their agility. Unlike many other abilities, Blaze of Glory does not impose a heavy toll on the user's body, and thus may be used for long periods of time, as long as the Solar Monk remains exposed to sunlight.

                      passive/BAREHANDED [B-] (Solar Monk)
                      Though commonly seen wielding a pole or knuckle, Solar Monks can deal copious amounts of damage without any weaponries. While the damage they deal barehanded doesn't quite match up to what they would do when equipped with weapons, fighting barehanded allows them far superior freedom of movement and better chi control, thereby increasing their speed by 30%.

                      demonfactor/PRIME [EX+] (Solar Monk)
                      Prime is a sacred art closely guarded by the most expert of Solar Monks that allows one to tap into the deepest, most powerful reserves of their chi. This chi will then be distributed in equal measure throughout the Solar Monk's body, increasing all their parameters by 30%. Furthermore, Prime also dramatically boosts the Solar Monk's self-recovery rate, closing their wounds at remarkable speed, thus further boosting the Solar Monk's longevity. However, Prime consumes quite a large amount of chi while active, and so should be used sparingly.

                      active/MAGICBREAK [C+] (Silencer)
                      The Silencer's signature ability, Magicbreak damages the magical reserves (MP) of the target, and decreases the effectiveness of all magic they perform within the next ten minutes by 15%.

                      passive/DAMAGE>MP [A-] (Silencer)
                      While the Silencer specializes in damaging their opponent's magical reserves, they don't have much use for their own. And so, using a technique that draws on the power of their garments, all damage taken by the Silencer instead damages their magical reserves: they will only start taking physical damage once their magical reserve is completely empty.

                      demonfactor/SILENT NIGHT [EX+] (Silencer)
                      Silent Night is a technique that transforms the Silencer into a living, breathing magic seal, rendering all magic performed within a five-meter radius of their person completely powerless, and weakening all magic performed within a twenty-meter radius by 50%. This technique relies on the power of the Silencer's garments, which is not unlimited; the Silencer can only remain in this state for at most 15 minutes at a time. This technique can be used up to three times per day, provided intervals of at least two hours are present in-between.

                      Personal Skills

                      active/COUNTER [B] (Solar Monk)
                      When activated the user enters a state that prevents them from taking any actions. For two minutes all damage taken is reduced by 25%. When the two minutes have ended the user unleashes all the damage they have taken back at a single target at 200% damage. This ability can not be deactivated before the two minutes end. This ability can be used once every hour.

                      active/BERSERK [A-] (Solar Monk)
                      The user enters a berserk state in which they become a powerful and primal beast. All damage dealt is doubled, all damage taken is halved and all passives stay active. Weapons and other abilities can not be used and the user is unable to distinguish between friend and foe. If the user’s HP is reduced to zero rather than fall in combat they leave the berserk state and regain half of their HP. If the user’s HP is not decreased to zero they will continue to fight until there are no more foes they can fight. Due to physical strain this ability can only be activated once a day.

                      passive/SLIPPERY [C] (Silencer)
                      The user has trained their agility and mobility to allow them to dodge incoming attacks with ease. Blades and spells appear to fall of their body giving the illusion that the user is slippery and difficult to grab hold of. This ability is reduced when the user is around allies as they must take care not to deflect attacks onto those who they consider friends. Increases evasion chance by 30%, reduced by 5% for every nearby ally of the user.

                      passive/ALL-OUT [C-] (Solar Monk)
                      The user fights with a brutality that can only be considered reckless. While this allows them to deal increased damage it also means that they risk being hurt by any and all incoming attacks. Increases damage dealt by 20% and damage taken by 10%.

                      active/VAMPIRIC CYCLONE [EX] (Silencer)
                      The user unleashes a powerful and mobile swing that strikes on all sides. This attack lasts 15 seconds, and deals massive damage to those hit by the attack’s MP and HP. 75% of this HP and MP is absorbed into the user’s own pool. Due to the rejuvenating nature of this ability it can be used in fairly rapid succession but the user’s body will sustain massive incapacitating fatigue in the following days, severity directly linked to how many times the ability was used. This ability can be used twice a day.

                      demonfactor/BARRELING LEAP [EX+] (Solar Monk)
                      Allows the user to lateraly leap across the battlefield in three meter intervals, dealing damage and knockback to all in the leap’s path. These leaps can be done in quick succession to each other with no limit but each leap after the first deals minor damage to the user.


                      RP Sample:
                      Spoiler:
                      The bright blue slime growled at the shock stick prodding at it and contorted its gelatinous body to avoid the painful jolts.

                      “Get on with it,” Gelazela grumbled as she herded the monster with a limp, disinterested hand.

                      The sun hang oppressively in the sky, unleashing a wave of heat that to any but a solar monk would be debilitating. To Gelazela it was the only thing keeping her conscious through the monotony. Gelazela’s eyes glazed over as she looked at her family’s makeshift ranch in the distance filled with blue slimes already.

                      “How’s the eighth one coming, auntie?” called Neksu as he aggressively grabbed at one of the many slimes in captivity. He was dressed in an overwhelming amount of black leather, scratched and marked by time and currently slathered in blue slime. Neksu was a dedicated crafter of potions and serums, always dreaming up bizarre concoctions and cycling through the good-will of family members to do the dirty work for him. It was Gelazela’s turn in the rotation, much to her chagrin.

                      “It’s comin’, it’s comin’,” Gelazela yelled back.

                      BZZT!

                      Gelazela was losing interest and getting sloppy. She was shocking the slime more than she should. The small creature’s protests began to turn from passive yelps to angry babbling.

                      “Hurry up!” called Neksu.

                      Gelazela shifted in anger at her nephew’s demands and accidentally lunged her weapon through the slime’s body. It screeched in agony and began to gyrate as flakes of ice slowly formed above its body.

                      Gelazela’s muscles moved on their own, she hoisted the pole up, suspending the slime in the air. The electricity from the shock stick danced through the beast’s translucent body but the ice flakes continued to form above it. If Gelazela did not act fast she would be frozen by the small pest.

                      “Magicbreak,” the bangaa whispered as her jacket began to faintly glow.

                      The slime continued to gyrate and bolts continued to crackle inside of it. The ice flakes weren’t dissipating fast enough, Gelazela could see that the slime was only seconds away from casting its spell.
                      Gelazela positioned herself like a runner about to take on a sprint. She waited one beat...

                      Two beats...

                      Three beats...

                      The clattering of ice began to touch the bangaa’s forehead. She looked up at the slime on her shock stick and saw his evil grin. Then she leaped through the air. What had become a light breeze suddenly howled at her. She could feel the slime’s body relax as she felt an intense chill erupt from where she stood.

                      Gelazela let her cleats grip the ground as she planted herself. The wind returned to normal but the slime did not move. The bangaa looked behind her. The desert landscape was suspiciously decorated with a block of ice almost two meters tall. Around the block of ice stood a collection of seven water puddles.

                      Gelazela kept one hand on her shock stick and put the other on her side. She walked over to Neksu’s wire fence keeping the other slimes drained of their mana in. She plopped the stick over the edge of the wire and let the manaless slime slide off of her weapon.

                      “Say what you will, but nothing drains mana like casting spells,” Gelazela sighed.

                      “Gotta make them safe to play with,” Neksu said without looking up from his work, “You know Auntie Gel, if we were to put some kind of funnel down we could drain the water from all of these blizzard spells. We could sell ‘Organic Slime Water,’ with all the freshness of nature and such.”

                      Gelazela turned around and began to head back to where she found the other eight slimes, “Come up with a better name ‘fore I get back and you’ve got a business partner, Neksu.”

                      As she slowly walked through the heat of the desert she could hear Neksu mumbling to himself in the distance.


                      Reason for Edit: Finalizing the bangaa
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                        #24    
                      Old 2 Weeks Ago (11:13 AM).
                      Nakuzami's Avatar
                      Nakuzami Nakuzami is offline

                      Babashook

                      • Crystal Tier
                       
                      Join Date: Sep 2010
                      Location: Babapride
                      Age: 19
                      Gender: Female
                      Nature: Jolly
                      Posts: 6,244
                      okay cool, I've made some good progress on my SU so it should be done soon

                      been trying to draw my character but I'm not an artist??? so idk man, idk

                      also when I wrote the history that muk got DARK man, I guess that's where I'm at rn so lol be prepared for it

                      all I have to do now is write out the personality (it's in bullet format rn) and appearance (aka put into written form what I've attempted to draw) so those should be quick, and then I'll have to come up with a RP Sample

                      I'll probably post what I have in a few hours, unless I get stumped again
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                        #25    
                      Old 2 Weeks Ago (4:23 PM). Edited 2 Weeks Ago by Parivir.
                      Parivir's Avatar
                      Parivir Parivir is offline
                      rage, rage against the dying of the light.
                      • Gold Tier
                       
                      Join Date: Dec 2010
                      Location: Jakarta, Indonesia
                      Age: 19
                      Gender: Male
                      Nature: Relaxed
                      Posts: 191
                      Gel is definitely not an archetype of characters we see often in the RPT, and from a character and roleplay sample standpoint she would be accepted with flying colors. I do, however, have some grievances to air regarding her equipment and skills:

                      Quote:
                      Originally Posted by Cactusmancer View Post
                      An essential item for any noble traveller, the Gaudy Cape and Cowl is as austentatious as it is practical. It is made from the fur of the softest and plumpest dreamhares of royal menageries. In order to prevent assassinations of nobles in their own homes and on the road the Gaudy Cape and Cowl has been enchanted to prevent projectiles from dealing any damage to the wearer. The Gaudy Cape and Cowl is also infamous for how flammable it is, increasing the user’s vulnerability to fire-based attacks. It is also very warm. [Grants immunity to projectiles, reduces ice damage received by 10%, increases fire damage received by 30%]

                      A mysterious relic of a great Silencer, the Golden Bangaa’s Jacket is not-as the name may imply-golden. Its original wearer has been turned to gold and its origin is unknown, for it is unlike any other Silencer’s gear. In addition to the normal benefits of a Silencer’s gear it grants a feeling of weightlessness allowing the wearer to move quickly on their feet. [One-of-a-kind, enables Silencer abilities, greatly increases speed, increases jump]
                      I'm not sure how I feel about the double armor, tbh. I think I'd allow it in your specific instance because of the necessity of the Silencer gear, but I feel like if you're gonna have two armors then they shouldn't really be quite so powerful. Immunity to projectiles is one heck of a boon, and while that's somewhat balanced out by the fire weakness, the fact that she also receives a huge speed increase from her other gear kind of sets some OP alarm bells ringing in my head. I'd recommend one of two options: either nerf one or both of these gears, or invest in a personal skill that allows Gel to equip two gears at once (may I recommend an A- rating?); if you're opposed to both these ideas we can talk about it further through VM/PM.

                      Quote:
                      Originally Posted by Cactusmancer View Post
                      Skills
                      I find this section of your SU quite confusing, and the cause is rather obvious: I don't know which skill came from which class, haha. I recommend you to label these skills according to the class they pertain to; aeternum's SU is a good reference for this since everyone else tackled this differentiation by putting the skills under different headings. Also, you have two personal demon factor skills (Greed Projection and Barreling Leap) which is an issue because of obvious reasons lol. Please pick one and remember that it has to pertain to your primary class i.e. Solar Monk.

                      For now, Gelazela is provisionally accepted. Which is to say: your spot is secured, but please make these changes happen (or discuss them with me) before the RP begins, heh.

                      EDIT: Gelazela is now fully accepted. Welcome to the RP!

                      Quote:
                      Originally Posted by Nakuzami View Post
                      snip
                      Haha we're not really in any rush to begin (nor are the spots exactly disappearing like hotcakes) so I think you don't have to wring your hands over it so much. Also, you're not alone in the dark history department (hello, aeternum). It's a shame about the drawing, but I look forward to your SU, as always.
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