eternitymods: (Default)
Melodies Of Eternity Moderators ([personal profile] eternitymods) wrote2018-09-10 05:45 pm

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


JOB NAME

A description of what your job is like. It should give enough of an overview to understand what the job is all about pretty quickly.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Up to three weapon types
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Up two two clothes types
sᴛʀᴇɴɢᴛʜs: Listed here should be the strengths of this job, includes specifics about skills that do not fit in the skill box.
ᴡᴇᴀᴋɴᴇssᴇs: Listed here should be the weaknesses, they should equal the strengths.
physical power: X
magical power: X
attack potency: X
healing potency: X
physical defense: X
magical defense: X
speed: X
EXPSKILLDESCRIPTION
0000NameDescription
0050NameDescription
0100NameDescription
0200NameDescription
0350NameDescription
0500NameDescription
0750NameDescription
1000NameDescription
EXPJOB BONUSDESCRIPTION
0000NameDescription
EXPMODIFIER SKILLDESCRIPTION
0500NameDescription
EXPMELODYDESCRIPTION
3000NameDescription


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.
modelcivilian: Screenshot: The Mime (Respect the performers)

In the right place this time

[personal profile] modelcivilian 2018-09-15 11:18 pm (UTC)(link)
Player 1: Ami
Master Character: Madhuri

Player 2: VG
Apprentice Character: Adrien Agreste

Custom Job: Spellbinder
Edited 2018-09-15 23:18 (UTC)
promiselisting: (BREAK THE LIMIT AND LB ANYWAY)

[personal profile] promiselisting 2018-10-01 08:15 am (UTC)(link)
Player 1: Gorse
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!
Edited 2018-10-01 08:15 (UTC)
warpstriking: (glare ☈ to wield the hands)

[personal profile] warpstriking 2018-10-09 04:48 am (UTC)(link)
Player 1: Twi
Master Character: Noctis Lucis Caelum

Player 2: Sam
Apprentice Character: Takashi Shirogane

Custom Job: Chosen of Light
Edited 2018-10-09 04:48 (UTC)
bleating_heart: (Default)

Re: APPRENTICES

[personal profile] bleating_heart 2019-01-03 03:36 am (UTC)(link)
Player 1: Lox
Master Character: Kuja

Player 2: Rosque
Apprentice Character: Asriel

Custom Job: Angel of Death
regalblaze: (*77)

[personal profile] regalblaze 2019-01-06 11:46 am (UTC)(link)
Player 1: Kiki
Master Character: Regis Lucis Caelum

Player 2: Helena
Apprentice Character: Ignis Scientia

Custom Job: Here
bladeofconquest: (Avenger)

[personal profile] bladeofconquest 2019-04-26 05:33 am (UTC)(link)
Player 1: Riki
Master Character: Matilda Vande

Player 2: Samu
Apprentice Character: Corrin

Custom Job: Avenger
kissthemoons: (:))

[personal profile] kissthemoons 2019-05-16 06:40 pm (UTC)(link)
Player 1: Samu
Master Character: Corrin

Player 2: Cura
Apprentice Character: Kid

Custom Job: Nohr Noble
Edited 2019-05-16 18:40 (UTC)
songbird_slayer: (Default)

Spellbinder | Madhuri

[personal profile] songbird_slayer 2018-09-12 07:48 pm (UTC)(link)

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
EXPSKILLDESCRIPTION
0000Hurdy-GurdyAfter attuning your instrument with your magic voice, it's as strong as any battle-ready weapon! Wallop your foes silly with your guitar, flute, saxophone, or whatever other musical instrument you choose. Potency grows with experience.
0050ThunderwaveYour voice is a thunderous force sweeping outward, damaging foes in your path with a 50% chance to push them back two yards. Unsecured objects are automatically pushed back. Potency, range and pushback grows with experience.
0100KnockA target that is held shut by a mundane lock or barred becomes unlocked, unstuck or unbarred, but only undoes one lock at a time. If the lock is magical in nature, the spell is suppressed for only 10 minutes. When Knock is cast, a loud knock audible from as far away as 300 feet is heard from the object.
0200Glyph of WardingCan imbue an object or surface with a rune that can be triggered by touch, creating an explosive spell of ice, fire, water or lightning damage (chosen when glyph is created) upon whoever sets it off. Glyph lasts an hour.
0350CharmThrough bewitching words or song, you afflict a single target with a charm effect. Effect ends when enemy is attacked.
0500Dimension DoorThe Spellbinder can teleport themselves and one willing target to another location up to two hundred feet away. Consumes the Spellbinder's turn when used to teleport further than ten feet in battle.
0750CounterspellInflicts Silence on one enemy.
1000Inspiring PresenceWeave a song or empowered words, doubling the potency of all skills of the self and up to four allies for the next turn.
EXPJOB BONUSDESCRIPTION
0000Mercurian MelodyYour vocal range is otherworldly! You're always on key no matter what music genre you lend your voice to.
EXPMODIFIER SKILLDESCRIPTION
0500Hellish RebukeWhen attacked, the user taps into their anger and counters their attacker, causing powerful fire damage. Can only be used once per battle.
EXPMELODYDESCRIPTION
3000Unbreakable MajestyYou create a showstopping number of song and dance, drawing all foes into a helpless dance number. As they dance, the Spellbinder steals their life energy, with half of it being granted to allies in healing.

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[personal profile] songbird_slayer - 2018-09-15 22:58 (UTC) - Expand
rivieran: (Default)

[personal profile] rivieran 2018-11-24 07:40 pm (UTC)(link)

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
EXPSKILLDESCRIPTION
0000LightA touched object glows like a torch.
0050Magic MissileOne orb of weak non-magical energy collides with one target for a slight amount of damage. Number of orbs and targets increase by one per experience tier with a maximum of five.
0100InvisibilityA touched target - which can be self or someone else - turns invisible, including clothes, for ten minutes, or five rounds of combat. Only one target may be affected at one time.
0200FlyA touched target - which can be self or someone else - gains the ability to magically fly with average maneuverability for ten minutes, or five rounds of combat. Only one target may be affected at one time.
0350Ice StormCreate a hail blizzard of 20ft in width and 40ft in height, dealing both cold and physical damage to all inside. Lasts for five rounds.
0500Dispel MagicRemove source and effect of magic. Efficiency depends on level of spell being targeted and skill level of original caster.
0750Hold BeingForcibly paralyze one creature within 100ft for 5 rounds. Works automatically on mindless monsters, with a 25% chance of success on sentient beings.
1000Ice BreathBreathe a deadly 30ft cone of ice. All enemies not immune to ice or cold damage and not boss characters take significant damage and are frozen. Can be used a maximum of 2x/day.
EXPJOB BONUSDESCRIPTION
0000Detect MagicDetects the presence or absence of magic.
EXPMODIFIER SKILLDESCRIPTION
0500Natural ResistancesHeightened resistance to cold- or ice-elemental attacks and effects.
EXPMELODYDESCRIPTION
3000Form of the DragonThe user transforms into a large silver dragon for the duration of 5 rounds. As a dragon, you have the ability to fly, see in non-magical low light and darkness up to 60ft, and immunity to ice and cold magic. In addition to physical attacks of bite, claw, and wings, you may also use an ice breath weapon in a 40ft cone, twice per transformation. A large dragon can carry three adults (or six lalafells) on its back.
Edited 2018-11-24 19:45 (UTC)

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[personal profile] rivieran - 2018-11-26 20:03 (UTC) - Expand

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[personal profile] rivieran - 2018-11-28 19:49 (UTC) - Expand
modelcivilian: Transformation Screenshot (Transform!)

[personal profile] modelcivilian 2019-01-22 05:33 pm (UTC)(link)

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
EXPSKILLDESCRIPTION
0000TransformSummons a magical suit, mask, and ears, turning the individual into the Black Cat. Suit will change appearance depending on environmental conditions and from person-to-person. If Job is Active, can be donned outside of battle. Must be wearing Cat Miraculous.
0050DisruptCauses enemies to target user for three turns.
0100InterceptFor one turn, take all damage aimed at nearby allies. Ability cannot be used if HP below 5%.
0200Paw-lentiful PunsTarget one enemy to subject to puns. Enemy targets user, narrowing their field view and lowering their accuracy.
0350Cat Scratch FeverUse claws to rend nearby enemies for medium damage. Stronger against Disrupted targets.
0500Black HoleSummons a black hole beneath the target, cutting their current health by 15% and causes weak damage on enemies immediately adjacent. Effects doubled on the target if they were subjected to Paw-lentiful Puns and immobilizes them.
0750BaskUser momentarily revels in the chaos of battle, drawing in strength and boosting one stat at random by 15%. If Ladybug is present, her warmth and guidance provides a 20% boost to a stat of her choosing.
1000Black StormStrikes an enemy with a concentrated black ball of negative energy, causing heavy damage. Damage goes up as the Black Cat's health goes down and effects are doubled when Black Cat has been injured by Intercept.
EXPJOB BONUSDESCRIPTION
0000Cat PhysiologyHeightened senses, night vision, balance, flexibility, and stealth. May or may not have the unfortunate predator instincts, become attention-seeking, and purr, too.
EXPMODIFIER SKILLDESCRIPTION
0500Misfortune's FavorThe Black Cat gains a boost in their stats when the odds are stacked again him. The more allies debuffed or downed, or the stronger the enemy in strength or numbers, the higher the boost, up to 10%.
EXPMELODYDESCRIPTION
3000CataclysmThe ultimate attack of Black Cat users. By drawing in negative energy, the user concentrates it into their claw to effectively destroy one target completely. Once expended, user loses transformation and is switched to another Job. Can switch back to Black Cat manually, but Plagg must be fed.
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[personal profile] exspeariment - 2019-05-01 16:33 (UTC) - Expand
sassafrisk: <user name=e8luhs site=tumblr.com> (Default)

[personal profile] sassafrisk 2019-05-01 06:08 pm (UTC)(link)

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
EXPSKILLDESCRIPTION
0000Force WaveSingle-target weak nonelemental spell with heavy knockback.
0050Photon BlasterSingle-target lightning spell. Potency grows with experience; i.e. powerful damage at 1000 XP.
0100Leaf BlowerWeak wind spell that slightly lowers defense; one random enemy target per SOUL Buster skill learned.
0200Frost ShovelSingle-target medium ice spell that moderately lowers attack and speed.
0350Charge ShieldHalves all incoming damage and increases potency of next skill by 10%.
0500Water SpoutTwo single-target medium water spells.
0750Solar FlareMedium fire spell that targets all enemies.
1000Buster BeamSingle-target extreme non-elemental spell.
EXPJOB BONUSDESCRIPTION
0000EmpathyThe SOUL Buster has a calming aura, making it easier to talk down enemies from fighting.
EXPMODIFIER SKILLDESCRIPTION
0500Buster ShieldUses turn to halve all incoming damage.
EXPMELODYDESCRIPTION
3000Fractured NovaCan use seven skills in a single turn.
Edited 2019-05-08 13:32 (UTC)
last_son_of_dathomir: (emerging from the shadows)

[personal profile] last_son_of_dathomir 2019-05-03 02:14 am (UTC)(link)
Officially, this job will be called "Jedi Sentinel" by Maul when building it with Ganeshan so as not to attract too much undue attention and arouse too much suspicion. "Sith Assassin" is its actual, true name.


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
EXPSKILLDESCRIPTION
0000Savage StrikeAttacks with overwhelming fury, dealing moderate physical damage, and a 20% chance of inducing Fear (attack strength reduced for one round)
0050Force MasteryPower to control the Force. Can focus the Force into single-target telekinetic attacks and manipulate objects at a distance. Potency and precision grow with experience.
0100Force ShroudUsing the Force, the Sith Assassin clouds their opponent’s minds, removing themselves from their view. Video or other forms of electronic surveillance will still pick the Assassin up. Attacking will drop the shroud, but deals double damage. Increases to triple damage when used in conjunction with Form VII: Juyo. Lasts two rounds.
0200SeetheChanneling their inner fury and using it as a focus for the battle ahead, the Sith Assassin heals themselves (amount increases with Job Mastery). Can be used only one per battle.
0350Low StrikeThe Sith Assassin aims an attack at the legs, dealing medium physical damage and slowing the target. When used in conjunction with Form VII: Juyo, target is immobilized for a single turn instead.
0500Triple StrikesThe Sith Assassin utilizes quick, and powerful strikes, attacking three times for medium physical damage each.
0750Jedislayer StrikeA vicious combo that involves striking the enemy in the face with the hilt of the saber, followed by a spinning stab to the gut, dealing tremendous damage. Must be using a double-bladed lightsaber. When used in conjunction with Form VII: Juyo, chance of instant death when used on an enemy who is at 30% or less health.
1000Form VII: JuyoStance, Passive. Using sweeping, seemingly-random, unconnected staccato strikes, and favouring offense at the expense of all else, the Assassin becomes capable of dealing great damage, but also runs the risk of receiving it as well. Upon assuming the stance, Physical Power is raised one rank, Attack Potency is raised three ranks, and evasion and critical rates are doubled. However, Physical Defense, and Magical Defense are immediately reduced to E rank. Parameters revert when Stance ends.
EXPJOB BONUSDESCRIPTION
0000ImposingYou have an imposing, intimidating manner that unsettles people around you. Badass arm-fold not required, but helpful.
EXPMODIFIER SKILLDESCRIPTION
0500Mind TrickUsing the Force, compel one person to perform one simple action, or follow a single, simple command (“Unbind me”, “You don’t need to see my identification papers”, “Attack that person over there.”) Victim can attempt to resist compulsion, using Magical Defense parameters and how against their own inherent natures the compulsion is.
EXPMELODYDESCRIPTION
3000DeathWatch SupercommandosSummon spectral versions of the Mandalorian DeathWatch, who fly in from above on jetpacks and proceed to bombard all enemies with a barrage of missiles, and laserfire before disappearing. Heavy damage to all foes with a chance to disorient, causing enemies to lose a turn.
Edited 2019-05-03 02:29 (UTC)

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[personal profile] last_son_of_dathomir - 2019-05-07 04:01 (UTC) - Expand
old_stoneface: (Default)

Might as well throw my hat into this ring

[personal profile] old_stoneface 2019-05-04 07:07 pm (UTC)(link)

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
EXPSKILLDESCRIPTION
0000The ArrestAn attempt to tackle an enemy to the ground. Deals weak damage, but has a 40% chance of Disabling an enemy and preventing them from using further actions unless they break free or are freed by an ally.
0050Call for BackupShout at a nearby ally for help, allowing them to use a non-Mastery/Melody/Supreme skill on either the Watchman themself or an enemy they're currently engaged in, without consuming the ally's turn.
0100A Good Seeing ToA Watchman is not a knight- they're allowed to fight dirty, and in fact they have to, if they don't want to wind up dead. A physical attack that deals medium damage and has a 20% chance to leave the enemy stunned and either gasping for breath or writhing in pain, losing their next action.
0200Throw the Book at ThemThe Watchman dips into their expertise fighting as part of a group, and makes an attack that, while only dealing negligible damage by itself and forcing the enemy to stumble back a step, boosts the potency of the next ally's attack against the same target by 100%.
0350The Summoning DarkEnlist the aid of an ancient being of vengeance and justice. Doubles the potency of another skill or attack used this turn, but exacts a toll in exchange, sacrificing 25% of the Watchman's health. If used in conjunction with a damaging Skill, The Summoning Dark adds the Dark element.
0500The Guarding DarkPassive Skill. Watchmen are 50% resistant to Dark-elemental damage and the Berserk status. Increases to Immunity on mastering Watchman.
0750Rise UpThe Watchman rallies their allies, increasing Defense and Magic Defense by 15% for three turns.
1000ImplacableYou've got to do the job that's in front of you. The Watchman, for three turns, becomes Implacable, immune to damage and status ailments for three turns. However, at the end of Implacable, the Watchman suffers 50% of all damage and status they would have otherwise taken.
EXPJOB BONUSDESCRIPTION
0000Night EyesA Watchman can see perfectly in total darkness. Strangely, even magical darkness doesn't seem to affect them.
EXPMODIFIER SKILLDESCRIPTION
0500Fighting DirtyWhen you're fighting for your life, anything goes. A Watchman can find weapons in the oddest places- bricks, bits of wood, beer bottles, chairs- and turn them to their advantage. Watchmen can use 'improvised' weapons in place of whatever their other class requires at no penalty.
EXPMELODYDESCRIPTION
3000Summon the Guards!The ringing of bells fills the air, the sky goes dark with night and pouring rain, and the Watchman summons allies from beyond to help in the fight, dealing overwhelming physical damage to all enemies. If this damage would kill any enemy, they are instead pinned to the ground and arrested, bound with handcuffs with all Job abilities suppressed. 
If there are any others nearby with the Watchman Asterisk, they can participate, boosting the skill's power by 25%.

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Sephiroth | Jenova's Chosen

[personal profile] neverbeamemory 2019-05-04 09:30 pm (UTC)(link)

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
EXPSKILLDESCRIPTION
0000One Winged AngelCan opt to have a black wing sprout from the character's shoulder, enabling passive levitation and ability to incorporate flight into combat. Changes into the Safer form for one turn when initiating the Melody skill.
0050WallCasts Barrier + MBarrier as one spell. Shields against physical and/or magical damage, exact resistance increases by level.
0100ScintillaSword Skill. An initial lunge attack has a high probability of stunning the target. A rapid, five-strike flurry almost too fast for the naked eye to see. The final blow has a 25% chance to knock the target away. This attack may immediately follow a block, as a counter.
0200Telekinetic PulsePsychic ability. Executes a medium-strength push or pull force relative to characters position. Range increases per exp spend. If used under the effect of Reunion, strength is doubled.
0350OctaslashSword Skill. After a short cast, dashes towards the target and delivers a powerful chain of eight slashes which can also extend to surrounding enemies if in range. Critical chance increases per exp spent; base 50% if under the effect of Reunion.
0500ReunionPsychic-aoe. Any ally or enemy caught in range currently experiencing a negative emotion will have that energy sapped and converted into a 5-turn potency buff for the caster. Strength of buff scales by total strength of emotions sapped. Range increases per exp spend.
0750Heartless Angel Instant-cast Spell. Can reduce single or multiple enemies HP to 1% with a single use. (Base 50% chance of success) Optional: Can drop Reunion’s buff to increase to 75-85% chance.
1000Never ForgetSword Skill. An upward slash cuts the target into the air, only to be impaled impossibly on the fine end of a katana. Then flipped up into the air, followed then in mid-air by a devastating series of vertical stabs from below and finally resulting with a slash/smash-down into the ground with enough force to make a small crater.
EXPJOB BONUSDESCRIPTION
0000Higher LifeformNo matter the human form, it’s clear that there’s something noticeably ‘higher’ about the presence this individual gives off. Not quite predatory, but it’s hard to shake a feeling of inferiority when in this persons company.
EXPMODIFIER SKILLDESCRIPTION
0500Improved RegenerationGains a passive, improved regeneration to any and all damage or injury sustained. Most improved when the character is intentionally resting.
EXPMELODYDESCRIPTION
3000Legendary SupernovaInky black tendrils are summoned as if from within the fabric of reality itself and begin to engulf first the area surrounding Sephiroth and quickly winding their way up and around into the sky. All this a precursor to an advanced version of Supernova - targets within range of Sephiroth's lead-in sword slashes are thrown back and into the air, within which a fireball of an expanding sun has appeared. Meanwhile Sephiroth channels more energy before unleashing a final slash which cuts through the air and his opponents, triggering the further expansion of the dying star behind which quickly advances to engulf the target(s) in a raging fireball. Physical, then non-elemental magic damage.

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koopacrusher: (Default)

Bowser | Koopa King

[personal profile] koopacrusher 2019-05-05 01:39 am (UTC)(link)

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
EXPSKILLDESCRIPTION
0000Fire BreathThe Koopa King shoots a stream of flame from its mouth. Does moderate fire damage, potency grows with experience.
0050Whirling FortressThe Koopa King enters its shell entirely and spins. As it does so the Koopa King may move both horizontally and vertically, to a limited degree, and damage whatever it touches.
0100Shell BallThe Koopa King’s shell becomes sphere-shaped and protects the King. In this form the shell can roll for movement and attack.
0200Flying SlamThe Koopa King grabs an opponent, leaps into the air and hits the ground, hitting the enemy with its full weight.
0350Explosive FireballsThe Koopa King shoots Fireballs that explode on impact, dealing heavy fire damage.
0500Bowser BombThe Koopa King leaps into the air and hits the ground, creating shockwaves that damage and possibly paralyse enemies, dealing extra damage to anyone hit by the falling Koopa King.
0750Bob-ombThe Koopa King throws a Bob-omb, which explodes damaging nearby enemies.
1000FirestormThe Koopa King shoots fire into the air which rains down as Explosive Fireballs.
EXPJOB BONUSDESCRIPTION
0000Bowser CharmThe Koopa King inspires his allies, making them more devoted to their cause.
EXPMODIFIER SKILLDESCRIPTION
0500FirepowerThe Koopa King may use any fire-based attacks from Passive Jobs at 50% of their normal power.
EXPMELODYDESCRIPTION
3000Dry Bone BrigadeThe Koopa King may summon a team of six Dry Bones armed with bone clubs who will obey the commands of their summoner until 15 minutes pass or they are destroyed.

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tiredcharmer: (Default)

[personal profile] tiredcharmer 2019-05-10 08:23 pm (UTC)(link)

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
EXPSKILLDESCRIPTION
0000Careful StudyApply the studied status to a target and optionally attack with a weak physical combo. While attacking a studied target, the legislacerator's attack increases by 5% for every job skill learned. They can also tell when the target is lying and can track them with incredible accuracy.
0050Justice's SwordSingle-target medium physical attack. Can remove the studied status from the target as the skill is used to attack twice instead, or three times when the job is mastered.
0100Crushing GazePassive skill. The legislacerator may inflict weak psychic damage and has a 20% chance of inflicting fear whenever they apply or remove the studied status. The legislacerator becomes immune to fear at 500 XP.
0200BloodhoundSingle-target medium physical combo that heals the legislacerator for 50% of the damage dealt. Damaged is doubled if the legislacerator is below half health. Can only be used on studied targets, and removes the studied status.
0350Critical FocusApplies to the studied status to all enemies.
0500Sunslammer and MoonsetterSingle-target medium physical combo that can only be used on studied targets and removes the studied status. The next time the legislacerator attacks that target, they will deal critical damage.
0750LegislacerationSingle-target powerful physical combo. Can remove the studied status from the target as the skill is used to ignore that target's defense next turn.
1000Redglare's WrathSevere physical combo that applies a severe bleed status and damages all studied targets. Can choose to instead only attack one target to double damage and optionally maim the target.
EXPJOB BONUSDESCRIPTION
0000MenacingThe legislacerator is a grim force on the battlefield and off it, their mere presence often being enough to unsettle people and send criminals into a cold sweat.
EXPMODIFIER SKILLDESCRIPTION
0500Expert ProfilerCan apply the studied status to targets from a distance if the caster spends at least an hour studying a substantial amount of information (like a case file or bestiary entry) on the target.
EXPMELODYDESCRIPTION
3000Ancestral AwakeningAll of the caster’s stats are raised by 3 ranks for the entire battle. The spirit of the dragon Pyralspite is summoned, and it deals either severe fire damage to all enemies or extreme physical damage to one enemy each turn for the entire battle.
Edited 2019-05-12 16:16 (UTC)

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singerofspells: A humpback whale underwater.  Image is cropped around the head. (Default)

Revisions

[personal profile] singerofspells 2019-05-16 01:58 am (UTC)(link)

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
EXPSKILLDESCRIPTION
0000EnactureThe wizard gains use of the Speech, the language the universe is written in. She can speak to anything and get a response, and can ask for simple things that are not against an object's purpose (her front door may unlock for her, but a jail cell is unlikely to do so). Non-combat skill.
0050 Words of Light The wizard can create light in areas that lack it, or direct light away. Can be used in combat to give a single target the Blind condition.
0100 Words of Water The wizard can control water. Can be used as single-target water attack magic. Potency scales with experience. Outside of combat, this can allow the wizard to do things like trap water next to her skin for her comfort or let the wizard treat liquid water as solid.
0200Words of Air The wizard can control air. Can be used to grant a user the Protect status, or as a single-target air attack magic. Potency scales with experience. This can allow a wizard to bring air into the vacuum of space or below the sea, or to harden air to support their weight in mid-air or walk on air.
0350Words of Energy The wizard can keep the heat in (or out) of a defined area. Cann be used as area-effect fire or ice attack magic. Potency scales with experience (but is below single-target spells). Attack strength will scale with experience. Can permit travel to inhospitable places by protecting from heat or cold.
0500Words of HealingThis spell recovers HP and resolves any physical status conditions (for instance, lowered stats due to a bruised arm, or Blind due to damaged eyes). HP recovery scales with experience. The wizard will feel the pain of the wound, reducing her attack potency stat for three rounds.
0750Words of Space-timeNon-combat skill. The wizard may teleport herself and others to a location she has already been or that she knows the coordinates to (via another wizard telling her) as long as it hasn’t substantially changed its nature. Any distance larger than ‘to the nearest city’ or groups larger than four require more energy than a single wizard usually has.
1000Spell InventionThe asterisk can hold a spell equivalent to a 750-EXP ability of another Job that the wizard has crafted in advance and can change out of combat. At this stage, the wizard's vocabulary has grown large enough that spells can be developed as needed.
EXPJOB BONUSDESCRIPTION
0000Sea’s WhispersWhale-wizards connect to the rest of wizardry via the Sea. This includes functions such as those provided by an iMog Slate. This skill allows the bearer to wirelessly connect to their slate as long as their head is dunked in open water. This also can provide common knowledge of the world, of the sort one could find on an internet search.
EXPMODIFIER SKILLDESCRIPTION
0500Blood BondWizards can change forms, but the art is difficult without a connection. S'reee's history connects her to humanity, so this skill allows the user to change from human to whale. The human form will have the active Job's default clothing, and any armor and weapon equipped if the user has them; in whale form, the equipment is stowed in inventory.
EXPMELODYDESCRIPTION
3000Song of the TwelveThis is the echo of the full ritual, which seals away the personification of Death and Entropy for some time. This memory of the Song will cause Petrification in all enemies. Bosses may be resistant..
Edited 2019-05-16 02:09 (UTC)

Whale-Wizard: Revised

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Re: APPROVED

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yourethesunflower: (Default)

[personal profile] yourethesunflower 2019-07-17 03:34 am (UTC)(link)

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
EXPSKILLDESCRIPTION
0000Wall CrawlerPassive skill. Allows user to free-run along both vertical and horizontal surfaces. Can use webs to aid in free-running once Web Flurry is learned.
0050Spider-SensePassive skill. Can feel enemy attacks coming 1 second in advance, or 2 seconds if potency is heavy or above.
0100Acrobatic StrikeMedium physical combo. Damage increases by 20% with each successive use of Acrobatic Strike or a Web skill, max +100%.
0200Venom StrikeMedium electricity spell with a high chance to stun.
0350Web FlurryThree weak physical attacks that decrease enemy Attack Potency and Speed by 1 rank total for 3 turns or until they spend a turn ripping the web off.
0500CamouflageTurns invisible. Attacks while invisible deal additional 50% damage. Invisibility ends when dealt damage or after two turns.
0750Web SwingStrong physical attack that moves self or target to a different area on the battlefield. May be ineffective on larger enemies.
1000Leap of FaithSelf and allies gain two additional actions until the start of user’s next turn.
EXPJOB BONUSDESCRIPTION
0000BAM!Onomatopoeia appear in colorful fonts and backgrounds whenever the Ultimate Spider-Man does something. This effect can be suppressed, but why would you want to?
EXPMODIFIER SKILLDESCRIPTION
0500Civvie SpandexPhysical Power is increased by 1 rank, and the user has a sense of when something bad is about to happen.
EXPMELODYDESCRIPTION
3000Glitch in the Spider-VerseEnemies take severe nonelemental damage and are stunned for two turns, and the caster and all allies gain an additional action for each of those turns.

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