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| Cid's Knight |
#9 I assure you it will be a solid roleplay. I have a great deal of experience with these things (I've actually listed my "resume" if you will, in this thread). Now, at the moment I'm leaning towards a loose rule-base because I'm not sure about the roleplaying skill of most of the Eizon members and thus I do not want to overwhelm them. However, I can make a highly technical one if a majority wishes it, I just think that wouldn't be the best of ideas. |
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| Cid's Knight | All right. I've created a preliminary class listing, I may add more later. Dark Knight: The Dark Knight is a powerful warrior who focuses on attack and can wield Black Magic that centralizes around the use of his sword. Paladin: The Paladin is much like the Dark Knight as far as skill and ability is concerned, but utilizes White Magic instead. Like the Dark Knight, the White Magic is usually focused on the Paladin's sword. Red Wizard: A Red Wizard dabbles in the use of both White and Black Magic, and is also fairly good at fighting. Red Wizards are adept at many things, but are skilled at none. Black Wizard: Black Wizards are masters of destructive Black Magic. Their magic is powerful and often offensive, but their physical attacking abilities leaves much to be desired. NOTE Black Wizards have inherited the "Yin-Yang" magic spells, i.e. spells that cause status ailments. White Wizard: White Wizards instead use White Magic to great effect. While they do not have the same destructive capabilities that Black Wizards have (though they do have some offensive spells) their ability to heal is a great asset. NOTE White Wizards have inherited Time Mage spells, i.e. those that relate to effecting a character's speed and mobility. Dragoon: The Dragon Knights, or Dragoons, are skilled with lances. They can leap high into the air and jump on their targets, impaling them with ease. Monk: Monks are masters of unarmed combat, and have also learned how to use their spiritual energy to perform many different feats. Ninja: Ninja are masters of stealth and deception. Often wielding two blades in battle, they are skilled at dealing death from the shadows. Samurai: Samurai wield two curved blades with great facility, though usually they only use their longer sword, the katana, in battle. Samurai focus on pure martial prowess and as such disdain the use of magic in their attacks. Thief: Thieves are masters of the questionably noble art of taking things from one's foe without permission. While not physically powerful, they are quick and nimble, making them difficult foes to hit. Berserker: Berserkers are powerful beings who are able to fly into a wild frenzy and cut down all who oppose them. While fearsome warriors, they have little facility for magic or anything else that requires cognitive thought. Summoner: The Summoner class is able to call powerful monsters to fight for them. Summoners are extremely powerful in battle, but the strain of summoning monsters leaves them frail and easy to attack. Blue Wizard: Blue Wizards draw their magic from monsters and use the magic of monsters themselves. They are also skilled with the scimitar, and their strength in battle is decent, though not great. Chemist: The chemist is a master of alchemy, and they are able to mix different restoratives with ease. They have also had extensive training with firearms, and can use guns with great facility. Hunter: The hunter is skilled with the bow, and at attacking from long distances. Hunters are also skilled at capturing monsters and training them to fight with the hunter. Geomancer: Geomancers are mighty warriors who use the natural world around them to perform spells. While their spells aren't as strong as those of a Black Wizard or Summoner, they are also good fighters. In terms of strength, their magic is stronger than that of a Paladin or Dark Knight, but their fighting ability is weaker. Bard: Bards know the power of music, and their song is enhanced with magical might. Their songs can do many things, but their focus is on beneficial magic. The Bard Song inspires allies to do better. Bards are also proficient with light, quick weaponry and can hold their own in combat. Dancer: Dancer's use their exotic dancing to entrance their enemies and distract them. The Dancer's dances normally are tailored to cause some sort of harm to an enemy, and they can be quite devastating. Dancers are proficient with light weapons, and can often lure enemies within striking range to deal out one swift, fatal blow. Mimes: Mimes have no real abilities themselves, but they can mark an enemy or ally and mimic the way that they move or attack. Mimes are strange warriors, but they can be quite versatile. Mimes have a strange magical ability that allows them to simply create a copy of whatever weapon the marked foe or ally is using, and they can use any magical spell that they have seen, but that spell may only be used once before the Mime must see it again. Well, that's it. I'm open to submissions. |
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| Cid's Knight | I can probably adapt several jobs for different cultures, I just posted the generics for people to divide up as they choose. Generally, in a nomadic world I believe that the Berserker, Geomancer, Thief, Blue Wizard, and Hunter would be favored jobs. The fact that you don't use magic does harm things, however. I'll play around with it for a bit and see if I can't come up with something for you to use. Any suggestions you have would be much appreciated. |
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