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: (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.