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.
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)
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%.

neverbeamemory: (Ready to Go)

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.
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.

last_son_of_dathomir: (Plotting)

[personal profile] last_son_of_dathomir 2019-05-07 04:01 am (UTC)(link)

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 ShroudUses 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 Assassin heals themselves for moderate damage. 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 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, victim is also stunned for one round.
1000Form VII: JuyoJuyo-Stance, 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. Lasts four turns, unless ended early.
EXPJOB BONUSDESCRIPTION
0000Mind TrickUsing the Force, compel one person to perform one simple action, or follow a single, simple command (“You will unbind me”, “You will leave the door unlocked when you leave”, “You don’t need to see my identification papers”, “You will forget you saw me.”, “You will attack that person over there.”, nothing more complicated than these examples.) Victim cannot be Mind Tricked again within a 24-hour period, and use must require player permission.
EXPMODIFIER SKILLDESCRIPTION
0500ImposingYou have an imposing, intimidating appearance and manner that unsettles people around you. Badass armfold not required, by helpful.
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.
koopacrusher: (Default)

[personal profile] koopacrusher 2019-05-09 10:26 pm (UTC)(link)
I believe I have made the requested changes.



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. Reduces damage to the Koopa King by 25% percent while in this state, and it can hit targets for a moderate physical attack.
0100Shell BallThe Koopa King’s shell becomes sphere-shaped and protects the King. Any melee attack against the Koopa King or otherwise physically touching the spikes of the shell will result in weak physical damage to whoever touched the shell. Furthermore, any attack used against a Koopa King in this state will be reduced by 50%. The Koopa King can move while in this state, and can perform a strong physical attack against anyone it hits.
0200Flying SlamThe Koopa King grabs an opponent, leaps into the air and hits the ground, hitting the enemy with its full weight. This temporarily restricts the target’s ability to move or attack, and does heavy physical damage.
0350Explosive FireballsThe Koopa King shoots Fireballs that explode on impact, dealing heavy fire damage. The Koopa King may shoot up to three fireballs per turn.
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, dealing heavy damage.
1000FirestormThe Koopa King shoots fire into the air which rains down as Explosive Fireballs, dealing heavy fire damage to random entities in the area, excluding the Koopa King itself.
EXPJOB BONUSDESCRIPTION
0000Bowser CharmThe Koopa King inspires his allies, making them more devoted to their cause.
EXPMODIFIER SKILLDESCRIPTION
0500FirepowerThe Koopa King can use a weak ranged fire elemental attack.
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.
old_stoneface: (Default)

[personal profile] old_stoneface 2019-05-10 12:27 am (UTC)(link)
-All requested changes made, writeup is here.

The thought process behind Throw the Book at Them was essentially similar to the Black Mage's Focus, only it consumes someone else's instead of yours, so yes that's what was intended. How would you prefer it to be worded so as to eliminate that ambiguity?

I'm going to remove Implacable and rework it into The Chase, which I feel is a bit more thematic and hopefully less broken.
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)
neverbeamemory: (Hovering)

[personal profile] neverbeamemory 2019-05-13 05:09 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.
FAVORED WEAPON: Katana; all sizes. Though most proficient with longer swords, such as Sephiroth’s own signature blade - Masamune.
FAVORED ARMOR: 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.
STRENGTHS: This Job is powerful in terms of the attack potency for all of it’s 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.
WEAKNESSES: 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.
0050DashDashes quickly to a specific target as a moderate attack-opener. Can also be used to retreat quickly in order to dodge/evade an incoming attack.
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. 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 potency buff; 5% per ally/enemy drained in this way, for five turns. Strength of buff scales by total strength of emotions sapped. Range increases per exp spend.
0750Wall Casts Barrier + MBarrier as one spell. Shields against physical and/or magical damage, exact resistance increases by level.
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
0500Mother’s BlessingAttack potency is increased by 15% for five turns, at a significant 30% penalty to all defense and healing potency.
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.
koopacrusher: (Default)

[personal profile] koopacrusher 2019-05-15 12:36 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. Reduces damage to the Koopa King by 25% percent while in this state, and it can hit targets for a moderate physical attack.
0100Shell BallThe Koopa King’s shell becomes sphere-shaped and protects the King. Any melee attack against the Koopa King or otherwise physically touching the spikes of the shell will result in weak physical damage to whoever touched the shell. Furthermore, any attack used against a Koopa King in this state will be reduced by 50%. The Koopa King cannot move while in this state.
0200Flying SlamThe Koopa King grabs an opponent, leaps into the air and hits the ground, hitting the enemy with its full weight. Deals heavy physical damage.
0350Explosive FireballsThe Koopa King shoots Fireballs that explode on impact, dealing moderate fire damage. The Koopa King may shoot up to three fireballs per turn.
0500Bowser BombThe Koopa King leaps into the air and hits the ground, creating shockwaves that paralyze nearby enemies and doing weak electric damage, dealing moderate physical damage to anyone hit by the falling Koopa King.
0750Bob-ombThe Koopa King throws a Bob-omb, which explodes damaging nearby enemies, dealing heavy damage.
1000FirestormThe Koopa King shoots fire into the air which rains down as Explosive Fireballs, dealing heavy fire damage to random entities in the area, excluding the Koopa King itself.
EXPJOB BONUSDESCRIPTION
0000Bowser CharmThe Koopa King inspires his allies, making them more devoted to their cause.
EXPMODIFIER SKILLDESCRIPTION
0500FirepowerThe Koopa King can use a weak ranged fire elemental attack.
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.

tiredcharmer: (Default)

[personal profile] tiredcharmer 2019-05-15 06:09 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 is a terrifying force on the battlefield, with the sheer amount of damage they can do and their very presence able to frighten their targets.
ᴡᴇᴀᴋɴᴇssᴇs: The legislacerator has few ways to deal with large crowds of enemies, and as lone wolves they have little in the way of benefits to offer to their allies.could be too powerful.
physical power: A
magical power: D
attack potency: A
healing potency: D
physical defense: B
magical defense: C
speed: S
EXPSKILLDESCRIPTION
0000Careful StudyApplies the studied status to a target and may follow up with a weak physical combo. The legislacerator can tell if studied targets are lying and can track them with uncanny accuracy. This skill can be used to attack and study two targets when the job is mastered.
0050Justice's SwordSingle-target medium physical attack. The legislacerator can remove the studied status from their target while using this skill to attack twice instead, or three times when the job is mastered.
0100Crushing GazePassive skill. Whenever the legislacerator applies or removes the studied status from a target, they may deal weak psychic damage to that target and have a 20% chance of inflicting Fear, which increases the target's chance of fleeing and moderately decreases their attack.
0200BloodhoundSingle-target medium physical combo that heals the legislacerator for 50% of the damage dealt. Damage is doubled if the legislacerator is below half health. Can only be used on studied targets, and removes the studied status.
0350Critical FocusCan remove the studied status from a target to learn basic information about it, its stats, and its elemental strengths and weaknesses; and the target's defense is ignored the next time the legislacerator attacks them.
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 a critical hit.
0750LegislacerationSingle-target powerful physical combo.
1000Redglare's WrathSingle-target severe physical combo that inflicts Bleed, which deals weak damage ignoring defense for three turns. If the attack is a critical hit, the legislacerator may permanently 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 ProfilerBy studying a case file, bestiary entry, or equivalent amount of information on a target for an hour, the caster can apply the studied status to the target, gaining all of its usual benefits (i.e. being able to tell if they're lying and having the ability to track them with incredible accuracy).
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.


Note: There was a slight miscommunication, as the studied status does not actually confer a libra effect on its own. Critical Focus has been reworked to have that effect in addition to a more offense-oriented ability.
Edited 2019-05-15 18:10 (UTC)
neverbeamemory: (Observant Profile)

[personal profile] neverbeamemory 2019-05-15 07:15 pm (UTC)(link)
Thanks, just for easy following I've updated with Reunion's buff cap here

To have it stated somewhere / if you guys are keeping track etc., Sephiroth would have the asterisk available from around 29th May.
Edited 2019-05-27 14:41 (UTC)
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)
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)

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