Melodies Of Eternity Moderators (
eternitymods) wrote2018-09-10 05:45 pm
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CUSTOM JOBS
![]() INTRODUCTION What are Custom Jobs? Custom Jobs are built out of the characters's powers and abilities back in their homeworld. Using a Custom Job, they can recreate their powers and use them in Vaikuntha by fitting the Job format. Custom jobs must be based on the characters skills in canon. If their skills are very closely aligned with an existing job, we will ask you to use the existing version rather than creating a custom version. The learning process for a Custom Job is the same than for regular Jobs: EXP has to be spent for characters to be able to use their powers in Vaikuntha. Native OCs can develop Custom Jobs after regaining 3 memories of their past life. Jobs do not need to focus on numbers, and are meant to guide RP battle threads rather than be a list of calculations. Any percentages we list in the standard Job List are to give you a basic idea of attack potency, and are not considered exact. Jobs should be simple and easy to understand. If you can’t explain something simply, the mechanic you are proposing is likely too complex. Skill descriptions should be in line with the skill descriptions of the existing job classes in terms of length and complexity. A Job that doesn't focus on a specific magic/skill (healing, AOE, single target, etc.) should not be more powerful than a regular Job focused on that area (Ex- White Mage is focused on healing and uses their supreme skill to raise a single character. A skill that can raise at a lower (non-supreme) skill level or raise multiple people will not be accepted). Can my Custom Job have Modifier, Bonus and Supreme skills? Yes. They work exactly the same way than they do for other Jobs. The Supreme Skill of a Custom Job is an improved version of the character's Melody. The requirements to learn it are the same than those for any Supreme Skill. Learning the Supreme Skill of a Custom Job locks you out from learning any other Supreme Skill and from using your character's Melody as a Melody: choose wisely whether it's worth the sacrifice. Can I have multiple Custom Jobs? Your character can have up to two Custom Jobs: one of their own making and one they've learnt from someone else. You cannot have two Custom Jobs or your own making or two Custom Jobs learnt from someone else. BUILDING A CUSTOM JOB
Availability Custom Jobs are available two weeks after a character started working on it. They have to work on it for the two weeks, two hours a day in the Curti Center with Ganeshan and the scientific team, since data for the Custom Job rely on the character. Data is extracted from them and poured into the Job Crystals, then they must run tests and simulations to see if the Job works correctly. Statistics You can use a grand total of 20 points to spread across your stats. You can have only 1 S-Rank and only 1 E-Rank. You can have only two stats with the same rank (maximum of two As, two Bs, etc). S: 5 A: 4 B: 3 C: 2 D: 1 E: 0 Skills Skills shouldn't be redundant (aka, an early skill shouldn't get replaced by a later skill). Likewise, you should start with the weakest skill and end with the most powerful skill. 1000 EXP skill can be used only once a hour as they are more powerful than the rest (eg: ultima). Skills can share the names and effects of pre-existing Job skills should it be part of the character's powers (eg: bandanna for Snake, Shadow Flare for Sephiroth). Bonus Skill should be something non-battle related and somewhat minor compared to the rest, but that is specific to your character and was erased in Vaikuntha. Melody is the same Melody you submitted, but stronger and on Supreme Skill scale. This is optional. Modifier Skill can be a weaker version of a regular skill / job effect or something different that's part of your character's toolset. It will be available only when using another job (eg, Zelda's triforce giving her skills a boost, Mario retaining his ability to jump high, Harry Potter being able to use a wand to cast his skills). Form Use the form below to submit you Custom Job in this post. We'll review and either accept, reject or ask for revisions within a 7-days delay. If the job is not properly revised after two attempts, it will be rejected. It is recommended you keep a copy of the Custom Job form in your journal, should you modify it for revision requests. SHARING CUSTOM JOBS Who can I share my Custom Job with? You can share your Custom Job with any player character, outworlder or natives. However, they can only learn up to the skill you've learned (eg: if you're at the 750 EXP skill, they won't be able to learn any further until you get to the 1000 EXP skill). Any Custom Job owner can have only one Apprentice at a time. Once their apprentice has mastered the Custom Job (1000 EXP), they can take on another apprentice if they'd like. Apprentices cannot learn the Melody / Supreme Skill of a Custom Job. Shared Custom Jobs use the EXP system. ICly however, it is expected for the Master to train the Apprentice and teach them how to use the Custom Job. Form Please reply in the appropriate thread below to become someone's apprentice. Both players and their characters must be okay with it. |
APPRENTICES
In the right place this time
Master Character: Madhuri
Player 2: VG
Apprentice Character: Adrien Agreste
Custom Job: Spellbinder
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Master Character: Futaba Sakura
Player 2: Lizzie
Apprentice Character: Katie "Pidge" Holt
Custom Job: Persona User (Support)
note that Lizzie let me know that Pidge is gonna be dropping Scholar for this!
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Master Character: Noctis Lucis Caelum
Player 2: Sam
Apprentice Character: Takashi Shirogane
Custom Job: Chosen of Light
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Re: APPRENTICES
Master Character: Kuja
Player 2: Rosque
Apprentice Character: Asriel
Custom Job: Angel of Death
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Master Character: Regis Lucis Caelum
Player 2: Helena
Apprentice Character: Ignis Scientia
Custom Job: Here
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Master Character: Matilda Vande
Player 2: Samu
Apprentice Character: Corrin
Custom Job: Avenger
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Master Character: Corrin
Player 2: Cura
Apprentice Character: Kid
Custom Job: Nohr Noble
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Spellbinder | Madhuri
SPELLBINDER
The name of the game is captivation and distraction. A spellbinder blends wizardry and bardic song to ensnare enemies and thin their numbers through charming them to your side or ruining them utterly through your voice alone. You're not the sturdiest thing around and are in trouble if you wind up taking a beating, but with your magic voice and some handy portal trickery, an enemy has to catch you first.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Instruments, Whips, Voice
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Feathered Hats, Light Armor
sᴛʀᴇɴɢᴛʜs: Spellbinders have many tricks up their sleeve to bamboozle and control enemies on the field, and can also give assistance to their allies in times of strife by positioning and disrupting enemy organization. Spellbinders are also fun at parties.
ᴡᴇᴀᴋɴᴇssᴇs: Spellbinders demand a Plan B and a Plan C should a foe fight their way through the many tricks, as they don't have a hefty HP pool or the physical defense to stand up to an assault for very long. A spellbinder must distract and draw attention to be effective, but this comes with the caveat of drawing the ire and annoyance of your enemies once the spell fades.
physical power: D
magical power: A
attack potency: S
healing potency: E
physical defense: D
magical defense: B
speed: C
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The development of the Custom Job will start on September 10th. Starting from then, your character will have to come at least two hours a day, for fourteen days to Ganeshan's Laboratory. This is necessary so the Moogles, Ganeshan and the other assistants can ask them crucial questions and extract the data they need in order to craft the perfect Custom Job. They will also pass tests to try out certain skills during the development. They don't have to go for fourteen days in a row, but they will have to be done with this before the Custom Job be finalized.
Their Custom Job will be ready on September 24th at the earliest (or later, depending on how often he can go to the laboratory.)
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DRACONIC SORCERER
The Draconic Sorcerer draws their innate magic from a dragon that influenced their bloodline millennia ago. The Sorcerer has a foundation of utility skills that can be used both in and out of combat and rounds out their repertoire with powerful elemental damage spells as they master their skillset.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Swords, especially rapiers
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Robes, formal attire
sᴛʀᴇɴᴛɢʜs: Strong attack spells coupled with utility spells useful in any situation, a Sorcerer can find themselves of use in any sort of adventuring party. The ability to fly and turn invisible makes them good for scouting, and the coupling of Detect and Dispel Magic is indispensable for any venture into forgotten ruins. Though most of their spells are ranged and area of effect, a basic grasp of swordsmanship makes sure that they're not defenseless at close range.
ᴡᴇᴀᴋɴᴇssᴇs: Despite the versatile skillset and attack potency, Sorcerers are still vulnerable to both physical and magical attacks. Though flight keeps them out of the way of most attacks, catching a Sorcerer off-guard on the ground can spell the end for them. The Sorcerer is not very fast either, so more agile Jobs can easily give them the runaround.
physical power: B
magical power: S
attack potency: A
healing potency: E
physical defense: C
magical defense: B (A against ice, C against fire)
speed: D
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The development of the Custom Job will start on November 25th. Starting from then, your character will have to come at least two hours a day, for fourteen days to Ganeshan's Laboratory. This is necessary so the Moogles, Ganeshan and the other assistants can ask them crucial questions and extract the data they need in order to craft the perfect Custom Job. They will also pass tests to try out certain skills during the development. They don't have to go for fourteen days in a row, but they will have to be done with this before the Custom Job be finalized.
Their Custom Job will be ready on December 10th at the earliest (or later, depending on how often they can go to the laboratory.)
Note: the duration effects last will be reduced to 2 turns with a 50% chance of lasting 3 turns.
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Black Cat
Selected Bearers of Destruction, Black Cats are the counterpart of the Bearers of Creation. Though they do take on the faux features of adorable felines through their armor and behavior, they're the embodiment of Yang, Misfortune, and the End, making way for Creation to do their job. Black Cats are capable of manifesting these attributes into physical form to fight and outright destroy. Good or evil, it depends on the whim of the user.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Staff, Claws, Martial Arts
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Body Suit
sᴛʀᴇɴɢᴛʜs: Those who bear the Black Cat operate on taking damage and dealing it back. They provide distractions, hinder opponents, and make themselves a target in order to protect others.
ᴡᴇᴀᴋɴᴇssᴇs: The Black Cat isn't meant to be a healer. Also, as physically focused combatants, their magical defense is lower as a result. Take precautions when going up a magically affiliated enemies.
physical power: A
magical power: B
attack potency: B
healing potency: E
physical defense: A
magical defense: D
speed: S
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The development of the Custom Job will start on January 22nd. Starting from then, your character will have to come at least two hours a day, for fourteen days to Ganeshan's Laboratory. This is necessary so the Moogles, Ganeshan and the other assistants can ask them crucial questions and extract the data they need in order to craft the perfect Custom Job. They will also pass tests to try out certain skills during the development. They don't have to go for fourteen days in a row, but they will have to be done with this before the Custom Job be finalized.
Their Custom Job will be ready on February 5th at the earliest (or later, depending on how often he can go to the laboratory.)
NOTES: With moves that cause attacks to target the Black Cat, AOE attacks will still strike nearby characters, but the center of the attack will be the Black Cat.
Keep in mind that Black Hole may not work on certain bosses.
NOTE:
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SOUL Buster
Drawing out the power of their heart, the SOUL Buster attacks with potent elemental skills and incredible agility.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Buster Gauntlet, SOUL Focus
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light Armor, Casual Clothes
sᴛʀᴇɴᴛɢʜs: The SOUL Buster has access to many different elemental skills with varying effects, and is equally proficient in offense and defense.
ᴡᴇᴀᴋɴᴇssᴇs: The SOUL Buster has little physical capability, making it difficult for them to fight in close quarters without an escape, and they have no way to heal themselves without items or a supporting party member.
physical power: D
magical power: A
attack potency: A
healing potency: E
physical defense: B
magical defense: B
speed: S
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The development of the Custom Job will start on May 1st. Starting from then, your character will have to come at least two hours a day, for fourteen days to Ganeshan's Laboratory. This is necessary so the Moogles, Ganeshan and the other assistants can ask them crucial questions and extract the data they need in order to craft the perfect Custom Job. They will also pass tests to try out certain skills during the development. They don't have to go for fourteen days in a row, but they will have to be done with this before the Custom Job be finalized.
Their Custom Job will be ready on May 15th at the earliest (or later, depending on how often he can go to the laboratory.)
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SITH ASSASSIN
Employing the Dark Side of the Force and extensively trained in one of the most offensively devastating forms of lightsaber combat, the Sith Assassin is a phantom menace, appearing from nowhere to wreak bloody havoc and then sink back into the shadows.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: one-handed blades, double-bladed weapons, lightsabers
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Robes, cloth armour
Strengths: Offensively very powerful, combined with stealth and versatile Force powers. Several abilities get stronger once access to Form VII is gained.
Weaknesses: Trades overwhelming offense for poor defense, which devolves to practically none when Form VII is activated, turning the Assassin into the glassiest of the glass cannons. One ability cannot be used without a double-bladed lightsaber (very rare unless a Vaikunthan equivalent can be created). And limited availability; this is a Sith class remember, and of the Sith, only two there are; a Master to embody power, and an Apprentice to crave it.
physical power: B
magical power: C
attack potency: B
healing potency: E
physical defense: C
magical defense: D
speed: S
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- Please include the potency for Seethe, i.e. if it is a weak self-healing spell or moderate self-healing spell
- Please include limitations on Mind Trick to prevent powergaming, and all future uses will require permissions from the players.
- Please include a turn limit for Juyo (no more than 4 turns)
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Might as well throw my hat into this ring
WATCHMAN
"I comma square bracket recruit's name square bracket comma do solemnly swear by square bracket recruit's deity of choice square bracket to uphold the Laws and Ordinances..."
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: One-handed swords, Light clubs, Crossbows
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Medium armor, Shields
sᴛʀᴇɴᴛɢʜs: The Watchman is not like the Paladin, or the Templar. They don't shun the darkness, because that's where the crime is. It's the job of a Watchman to go into the dark places of the world, arrest the wicked, and drag them kicking and screaming back into the light. They're not strongly offensive, but they make up for it in their ability to take a hit like nobody else.
ᴡᴇᴀᴋɴᴇssᴇs: Watchmen are wholly unsuited to anything to do with magic, and as a result have practically nothing to offer in that department. They also don't have many skills to do with actually damaging enemies.
physical power: A
magical power: E
attack potency: B
healing potency: D
physical defense: S
magical defense: A
speed: B
If there are any others nearby with the Watchman Asterisk, they can participate, boosting the skill's power by 25%.
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- The Watchman should be unable to undertake any other actions while Arrest is ongoing
- We would like to see Rise Up nerfed to 10% and Throw the Book at Them to 75%
- Throw the Book at Them makes sense based on the canon event, but I think it could be a bit nerfed...I think he's trying to say that one ally gets a double attack power on their next turn
- We would like to see the Guarding Dark modified, a passive skill at 500 exp immunizing against an element is too powerful.
- Implacable needs to be reworked entirely. Being entirely invulnerable for three turns is too powerful and only suffering 50% of the total damage is not close to being enough of a consequence for using something so broken. The turns should be reduced, the invincibility nerfed and/or the drawbacks severely increased.
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Sephiroth | Jenova's Chosen
Jenova’s Chosen
As the Lifestream burst out of the Planet to save itself from the devastating impact of Meteor, many considered it to be the salvation they had hoped and prayed for. None could have suspected what would follow next, as Sephiroth’s will merged with those streams and travelled around the world delivering his ‘stigma’ to those that were already so very close to complete despair. The seeds for the next Reunion already spread to the masses as Sephiroth spirit still refused to be dissolved by the Lifestream; Jenova’s legacy would never be destroyed.
2 years passed until Sephiroth yet again -empowered by the tainted souls he’d claimed within the Lifestream- yearned for an existence with which to finish things.
Prior to Sephiroth’s last defeat by his arch-nemesis Cloud, he had ascended to a new level of existence and so had become much stronger than in any other previous encounter in canon. This Job is what, so far, has been able to be retrieved of those powers that deliver parts of Sephiroth’s legacy, as Jenova’s Chosen.
A purely selfish Job which combines Sephiroth’s lethal combat capabilities alongside psychic-abilities granted in part by his assimilation with Jenova, and his immersion in the Lifestream. It’s further complemented by a strong, indomitable will that will never yield to defeat.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Katana; all sizes. Though most proficient with longer swords, such as Sephiroth’s own signature blade - Masamune.
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light to Medium armor; a variant of Sephiroth’s own leather + shoulder plates style is of course ideal. Anything heavier and this job would lose something of it’s indefinable finesse.
sᴛʀᴇɴᴛɢʜs: This Job is powerful in terms of the speed and attack potency for all of its skills, both physical and magical with magical referring to those psychic/spell-based skills which are still strong, but a rank lower than physical power. It’s reflective of Sephiroth’s ‘legendary’ strength, skill and finesse with a sword, not to mention the precise, unhesitant way that he executes lethal techniques. It’s an extremely selfish Job, with Wall supporting it’s otherwise lacking defense and Reunion which essentially feeds off party members’ despair to grant a buff to the user.
ᴡᴇᴀᴋɴᴇssᴇs: Without the Gaian Lifestream (or an equivalent to use on Vaikuntha) to support such strength, the greatest weakness for this Job is the downtime required after its use in combat. In the days following any prolonged use -such as a boss battle- the vast draw on a person's energy causes a burn-out, developing into the top-end of hangover-like symptoms alongside reduced immunity and stunted effects from healing. The best remedy for this is long, old fashioned sleep in order to let one's body recover naturally; hard to achieve though, without assistance from magic or medication.
Also what this Job has in all of its other attributes, it falls short in defense and healing potency. Without Wall active it could be considered very much a glass cannon, and takes more effort than most jobs to keep hp topped off. That said, offense is the best defense when it comes to Jenova’s Chosen.
physical power: A
magical power: B
attack potency: S
healing potency: E
physical defense: C
magical defense: C
speed: A
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- Scintilla should be nerfed to have only the pushback or the stun effect.
- We would like to have a specific number for the buff per ally with Reunion.
- Improved Regeneration should be nerfed, to be in line with the glass canon idea of the Job.
- Wall should be much higher in the skill ladder, as equivalents in other Jobs for such a skill are at 500 exp minimum and do less than Wall.
- Heartless Angel should be removed as it is an existing skill that works very similarly to that of Calamity Knight. Should you wish to keep it, it should be reworked to be less powerful and target only one target.
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Bowser | Koopa King
Koopa King
The Koopa Troop is led by a king: a fire-breathing spiky-shelled horned beast, strong, cunning, inspiring, and ruthless. This king knows his destiny, to make the world his own, to take it by force, and to do so he needs Bowser Power to do it. The Koopa King has a spiked shell which protects it and is used in many abilities
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Warhammers and Battleaxes
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Heavy Armor and a Spiked Shell.
sᴛʀᴇɴᴛɢʜs: The Koopa King utilises fire and brute strength, using its spiked shell to its advantage to defend and counterattack. It’s strong offensively and has strong defensive abilities
ᴡᴇᴀᴋɴᴇssᴇs:Speed and healing are not the strong suits of the Koopa King.
physical power:S
magical power: B
attack potency: A
healing potency: E
physical defense: A
magical defense: C
speed: D
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- Whirling Fortress, Flying Slam, Bob-omb, Firestome, and Shell Ball should list potency of the damage it causes and the damage reductions
- Firepower should be reworked entirely or replaced. Modifier skills cannot allow to use skills from another Jobs, it is something the active Job can use when this Job is in a passive slot.
- We would like to see clarifications on the effects of Shell Ball.
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APPROVED + NOTE
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Legislacerator
On Alternia and in its associated empire, all tealblooded trolls are destined to become legislacerators; a combination of investigator, bounty hunter, and prosecuting attorney. While each tealblood focuses on different aspects of the profession, they all receive basic combat training, and the techniques legislacerators use to bring their prey in are well known and very feared. Legislacerators use a combination of amazing speed, predictive reasoning, and precise bladework to take down criminals and dangerous monsters.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: One-handed blades, firearms, martial arts
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light armor, legislacerator regalia
sᴛʀᴇɴᴛɢʜs: The legislacerator has a terrifying presence on the battlefield, with the sheer amount of damage they can do and their very presence able to frighten their targets.
ᴡᴇᴀᴋɴᴇssᴇs: Outside of their ultimate skill, the legislacerator has few ways to deal with large crowds, and as lone wolves they have little in the way of benefits to offer to their allies.
physical power: A
magical power: D
attack potency: A
healing potency: E
physical defense: B
magical defense: B
speed: S
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- Careful Study needs to be simplified. As it stands, it is currently functioning as an attack, a libra, an attack buff, a lie detector, and a tracking spell. Applying the studied status can add the attack buff, but would not have these additional factors
- For Crushing Gaze, what does “Fear” status entail?
-For Bloodhound, this job has an E rank in Healing Potency. If you want to have a healing skill for this job, you will need to adjust you Healing Potency skill rank and the proposed healing potency of the skill accordingly.
- Critical Study needs to be reworked. Studied Status cannot be applied to all enemies at once.
- Legislaceration- This attack is doing powerful damage. It will not have the additional effect of Ignore Defense for the next turn.
- Redglare's Wrath should be reworked to be a single target attack if it is dealing severe damage. Also, what is bleed status in this context?
- Can you clarify how Expert Profiler works? Is this applying an attack buff for the Legislacerator if the studied status is applied to a target?
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ACCEPTED
Revisions
Whale Wizard
Wizardry is power granted by the Powers that Be, the ability to use the Speech to make changes to the world. Different cultures and species come at wizardry differently -- whales gain the knowledge they need from listening to the Sea. Because wizards rely so heavily on speaking their desires and having the universe answer, they are averse to lying, even when speaking their native languages. Oaths they make can be binding, up to and including the oath they make on becoming a wizard, which has a number of forms, but runs along the lines of:
"In Life's name and for Life's sake, I assert that I will employ the Art which is its gift in Life’s service alone, rejecting all other usages. I will guard growth and ease pain. I will fight to preserve what grows and lives well in its own way; and I will change no object or creature unless its growth and life, or that of the system of which it is part, are threatened. To these ends, in the practice of my Art, I will put aside fear for courage, and death for life, when it is right to do so — till Universe’s end."
If a wizard knowingly breaks their oath, they will lose all ability to do wizardries, as well as even the memories of having done so. There is a reason that wizardry is uncommon.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Unarmed
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Cloth, though whales don't normally bother with much.
sᴛʀᴇɴᴛɢʜs: The Speech, even when filtered through S'reee's memory and the Asterisk, is designed to be able to describe anything there is. Spells are modular and can be altered as easily as one can speak or write (or otherwise communicate).
ᴡᴇᴀᴋɴᴇssᴇs: Large effects come down to complexity and energy. Spells intended to work on life often require a great deal of intimate knowledge about that life to work properly, and incorrect knowledge can alter the target. A wizard will check and double-check their own name in a spell, even if copied from memory, and will be extra cautious about casting a spell on an ally that does something they normally can’t do (healing is usually safe, but a teleport might require a ten minute question and answer session to get enough information to describe the person). The wizard's oath is binding; it allows for accidents, self-defense, and predation, but wizards cannot be reckless about their use of force if they want to keep their abilities.
physical power: D
magical power: A
attack potency: C
healing potency: B
physical defense: C
magical defense: S
speed: B
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- Enacture ought to be reworked. A 0000 exp skill cannot be an universal translator. Furthermore, matter works differently in Vaikuntha therefore it would be impossible to speak to items and such.
- The skills with two different possible effects or interpretations need to be reworked so only one effect is possible for a skill. This includes all the Words skills. Words of Healing needs to be severely nerfed as well and cannot both heal and esuna.
- Words of Space-Time cannot exist in MoE as such teleporation is impossible through normal Jobs. At best it can be an equivalent to Time Mage's.
- The 1000 Skill should be a proper skill made for the Job itself, not a skill from another Job. Please revise it.
Whale-Wizard: Revised
APPROVED
Re: APPROVED
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ULTIMATE SPIDER-MAN
A wall-crawling, web-slinging, quip-spewing superhero dressed in spandex swinging across the city fighting crime. While Spider-Men come in a variety of shapes and sizes, they're generally connected by a common interest in justice and an ability to keep the mood light through non-stop jokes as they run circles around their opponents. They use a variety of nominally spider-themed superpowers and traditionally wear a mask, and the Ultimate Spider-Man in particular comes with a handful of even more specific powers personalized for the one making the job.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Webs, fisticuffs.
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Spandex.
sᴛʀᴇɴᴛɢʜs: The Ultimate Spider-Man generally specializes in close-quarters combat and the creative application of acrobatics to take down opponents in non-lethal ways. They have a remarkable strength for their size, likely owing to some transference of the square-cube law from their arachnid brethren, and heal remarkably fast too— not enough to survive any hits that come their way, but enough to cut down on the recovery time afterwards.
ᴡᴇᴀᴋɴᴇssᴇs: As a largely physically-focused fighter, the Ultimate Spider-Man can't do much in the way of magic. Most attacks require some kind of contact with the target, be it up-close or by stringing them along in their web, which can open them up to counter-attacks. Additionally, lengthy battles can become disastrous as the web-shooters may run out of webbing or be damaged, leaving the Ultimate Spider-Man without that side of their power-set until they can repair them.
physical power: S
magical power: C
attack potency: A
healing potency: E
physical defense: B
magical defense: C
speed: A
no subject
- Venom Strike should be have a rough estimate of change to stun (ex. 50% or 75%)
- Web swing needs a limit to distance traveled
- Modified skill should be limited to 1 ability (preferably to Spider Sense, as Passive Jobs can already raise a stat by one rank)
- Abilities that allow allies to have an additional chance to attack (Leap of Faith, Glitch in the Spider Verss) should be nerfed, as this can run into logistical problems in large boss battles. Most non-Melody Job skills grant additional turns to one other ally.
(no subject)