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I'm the boss.
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- Apr 24, 2012
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Midgar Memories works with a so-called Class System, also called Job System, meaning that we allow you to pick one class, and a second when you reach 100 Earned Mako Points, which all have general abilities and rules. After that, you can create your own techs, be they magic in some way, or pure melee, or a mix of the two, or ranged, anything you can think of that fits inside of your Class. Class also grants you what weapons you recieved training in. This does not mean you can ONLY use these kinds of weapons, but keep in mind that a class that, for instance, if you hand a two-handed sword to a Black Mage, they'll be inexperienced at using them, no matter how high their stats are. Weapon training can be recieved, though. Rules about this can be found under Equipment. Keep in mind that your Classes cannot be changed unless you have the okay of one of our Presidents, and do a thread that has your character change his class through training. These trainings have to be modded by one of our SOLDIERs or Presidents.
In your profile, under the Class tag, you must place the exact description we give here, under a spoiler tag with the name of the class. Some classes can be customized, such as the Element Mage and Experiment classes. For these, you must add what exactly your customized class does under the correct tag in the template. Mods do, of course, have the right to say no to these customized attributes if they are too powerful.
Now, without further ado for the nitno!
Warrior Warriors, also known as Knights, specialize in melee fighting. They are also one of the more tank-like classes, capable of magical defensive techniques such as Wall, Barrier and MBarrier, though these are the only magic they possess. They are capable of using all one-handed melee weapons, and are trained in all, but used to the heaviest of shields and armor.
Dragoon Dragoons are powerful melee fighters, similar to Warriors in the fact that they mainly rely on their close-range abilities, wielding lances and spears as their main weapons, but being trained with swords if needed. They tend to wear either medium or heavy armor with dragon-like aspects, but this isn't a must-have. They have some basic magic, both black and white, but when we say basic, we mean really basic; things like Cure and standard elemental blasts, no further. They have one standard technique. It is not a must-have, but it is very common for Dragoons to have it. The Dragoon jumps high into the sky, avoiding enemy attacks, and comes down to release a blast of energy, dealing damage and knocking back enemies within the range. Jump - do not copy into profile, but use as technique Jump - (Insert Power Level Here) Nature: Natural/Magic Type: Offensive Range: Melee, [(Rank*1.5)^2] meter Jump Distance DescriptionThe Dragoon leaps high into the sky, and plummets down onto his enemies, releasing a shockwave, [rank*2] meters in range around them. The damage of the shockwave differs per rank, but the cooldown is always 2 posts. Jump's distance goes for both horizontal and vertical, so no matter in what direction, the user is bound to the distance stated for your rank. Now, the rank progression. Rank Progression - Rank 1 - The shockwave is little more than a gust of wind, perhaps requiring the targets to brace themselves slightly, but no more.
- Rank 2 - The shockwave requires the targets to definitely brace themselves, or to stagger backwards. No actual damage can be caused, though.
- Rank 3 - The shockwave will knock a regular person to the ground, but won't leave any real damage. Armored individuals can still resist the effect because of the added weight.
- Rank 4 - The shockwave will knock all people in the range over, and will cause a moderate impact on the ground, causing small cracks to appear in most solid footings.
- Rank 5 - The shockwave easily sends a person flying for several meters, causing bruisings. Small pieces of rubble are also sent flying, and can cause more bruisings when they hit people in the range.
- Rank 6 - The shockwave sends people flying even further than the previous rank, strong enough that, if you hit objects in the environment, it causes heavy bruisings, or perhaps even small fractures in the bones of regular people. Medium-sized pieces of rubble are sent flying as well, between the size of a fist and the size of a soccer ball. Larger cracks appear in the ground.
- Rank 7 - The shockwave wildly throws anyone inside of the range a long distance away, and those underneath the Dragoon will easily be crushed to death by the power of the impact. People are thrown with such force that an average person would easily fracture a bone should they hit a tree or something similar. Pieces of rubble the size of a basket ball are now sent flying as well.
- Rank 8 - The shockwave can incapacitate an average person through sheer force when they are hit, and if they are thrown into objects in the environment, can easily break multiple bones, and if they hit their head, an it would mean the end for a regular person.
- Rank 9 - The shockwave can knock a person absolutely silly through sheer force, enough that they are unconscious for a longer period of time. If they hit something in the environment, they can completely shatter their bones, or even die. The sheer power of the landing causes very large cracks to appear in the ground.
- Rank 10 - If you're an average person within the range of this attack, say your prayers because you're not gonna make it unless you are at the absolute edge of the shockwave. Large pieces of rubble, the largest having an easy half a meter diameter, are sent everywhere, and the ground directly underneath the dragoon is ripped to pieces.
Jump Code - Code:
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[b]Jump[/b] - (Insert Power Level Here) [i]Nature:[/i] Natural/Magic [i]Type:[/i] Offensive [i]Range:[/i] Melee, [(Rank*1.5)^2] meter Jump Distance [i]Description[/i]The Dragoon leaps high into the sky, and plummets down onto his enemies, releasing a shockwave, [rank*2] meters in range around them. The damage of the shockwave differs per rank, but the cooldown is always 2 posts. Jump's distance goes for both horizontal and vertical, so no matter in what direction, the user is bound to the distance stated for your rank. Now, the rank progression.[spoiler=Rank Progression][list][*]Rank 1 - The shockwave is little more than a gust of wind, perhaps requiring the targets to brace themselves slightly, but no more. [*]Rank 2 - The shockwave requires the targets to definitely brace themselves, or to stagger backwards. No actual damage can be caused, though. [*]Rank 3 - The shockwave will knock a regular person to the ground, but won't leave any real damage. Armored individuals can still resist the effect because of the added weight. [*]Rank 4 - The shockwave will knock all people in the range over, and will cause a moderate impact on the ground, causing small cracks to appear in most solid footings. [*]Rank 5 - The shockwave easily sends a person flying for several meters, causing bruisings. Small pieces of rubble are also sent flying, and can cause more bruisings when they hit people in the range. [*]Rank 6 - The shockwave sends people flying even further than the previous rank, strong enough that, if you hit objects in the environment, it causes heavy bruisings, or perhaps even small fractures in the bones of regular people. Medium-sized pieces of rubble are sent flying as well, between the size of a fist and the size of a soccer ball. Larger cracks appear in the ground. [*]Rank 7 - The shockwave wildly throws anyone inside of the range a long distance away, and those underneath the Dragoon will easily be crushed to death by the power of the impact. People are thrown with such force that an average person would easily fracture a bone should they hit a tree or something similar. Pieces of rubble the size of a basket ball are now sent flying as well. [*]Rank 8 - The shockwave can incapacitate an average person through sheer force when they are hit, and if they are thrown into objects in the environment, can easily break multiple bones, and if they hit their head, an it would mean the end for a regular person. [*]Rank 9 - The shockwave can knock a person absolutely silly through sheer force, enough that they are unconscious for a longer period of time. If they hit something in the environment, they can completely shatter their bones, or even die. The sheer power of the landing causes very large cracks to appear in the ground. [*]Rank 10 - If you're an average person within the range of this attack, say your prayers because you're not gonna make it unless you are at the absolute edge of the shockwave. Large pieces of rubble, the largest having an easy half a meter diameter, are sent everywhere, and the ground directly underneath the dragoon is ripped to pieces. [/list][/spoiler]
Dark Knight Dark Knights are powerful stalwarts, capable of fantastic melee offenses, but is one of the melee classes that lack in defense. They are only trained in medium armor, or the lightest of heavy armors. They wield two-handed swords and scythes, but might resort to other two-handed weapons such as axes and hammers when needed. They exert control over the element of darkness, much less than an elemental mage would, but still enough to cause considerable damage. They can also sacrifice their own health, inflicting debuffs on themselves to launch stronger attacks. They are the antithesis to Paladins
Paladin Paladins are strong-willed, defensive warriors, there to help their allies and cover for them. They are trained with the strongest armor, but only wield two-handed swords, and have no training in shields. They can exert control over the element of light, less than an elemental mage, but still enough to cause considerable damage with their divine-themed spells, using it to heal and buff their allies, or to burn away their opponents. Paladins are the antithesis to Dark Knights.
Monk Monks are a rather special kind of class. They rarely wield weapons, and when they do, it's claws, knuckles, or gauntlets. The thing about Monks is that they are capable of dealing as much damage with their bare hands as any other melee class. Due to their training, a monk's hands ARE his weapons, and being hit by one is like being hit by someone wielding a one-handed mace. They are capable of using magic to enhance their melee strikes, and can use barrier spells to make up for their lack of armor.
Ninja Warriors of the shadows, Ninjas are the bane of all careless enemies. They hide in the shadows, capable of using unique stealth and shadow magic, light armor, daggers, katanas, and boomerangs. They can also throw daggers, shurikens, and most remarkably, magic scrolls (which have to be bought). They can also use Ninjutsu to create illusions, swap places with dummies, and increase speed.
Thief Thieves are, in general, the fastest of the classes. They use their small amount of magic to buff their own speed and evade attacks. They can steal items and money from opponents, which you have a chance of keeping during Missions. They are also well-versed in setting traps, which can be techniques, but need a certain amount per thread, and not just on cooldown. Traps can also be bought as items. Thieves can equip light armor and vests, and wield daggers and short swords, and are the only melee class to use bombs.
Ranger Rangers are what the name suggests; they are one of the two ranged class around. Their weapons of choice are (cross)bow and arrows. They can use magic to speed up their reloading speed and aim, enhance their weapon with poisonous/elemental effects, explosives, smoke bombs, all kinds of strange things. They also use bombs, and can wear medium armor. Their bows' offensive power and range is dependant of their strength. This does not go for crossbows, but crossbows are many times slower than regular bows.
Gunner Gunners carry many parallels to Rangers, mainly their ability to fire elemental attacks from their ranged weapons. The difference is that the Gunner's attacks do not gain their power from Strength, but rather from the gun itself, allowing them to focus on their accuracy more, but since this is Final Fantasy and not real life, guns don't do nearly the damage they do in real life, and even then, bullets can be dodged, which is their greatest weakness; the predictability of their projectile's path. They can use bombs just like rangers, but can only wear light armor.
Black Mage Black Mages are the offensive type of mages. They are capable of controlling all kinds of magic, but only in offense. They are incapable of any Barrier spells, or healing, or support, or buffs, or anything that doesn't consist of trying to blast your enemy into kingdom come. They are only trained in the lightest of armor, but prefer to go without armor, because it breaks their concentration. They are trained with staves, rods, sceptres, wands, and on occasion daggers.
White Mage White Mages are the defensive type of mages. They are capable of controlling all kinds of magic, but only in defense. They are incapable of any offensive spells, and thus rely on their allies or their own weaponry to take out enemies. They can heal, throw up barriers, buff, anything that involves making yourself or allies stronger. There's a rumor that there exists a single offensive white magic spell called Holy, but this has yet to be confirmed. They are only trained in the lightest of armor, but prefer to go without armor, because it breaks their concentration. They are trained with staves, rods, sceptres, and wands.
Red Mage Red Mages are the versatile type of mage. They are capable of controlling all kinds of magic, both offensive and defensive, but not to the level the other mages can. Both Black and White magic are their territory, but they are generally also better trained with weaponry, being known to wear light, and sometimes medium armor, and being trained with the standard mage weapons, but also weapons such as short swords, maces, and other kinds of simple one-handed weapons.
Blue Mages Blue Mages, also known as Gun Mages, are mages who have mastered a special path of magic that no other class is capable of; Blue Magic. Blue Magic allows the Blue Mage to analyze spells and techniques they are struck with, and convert them into their own spells. This is mainly used to learn spells regular humans could never be able to use, such as Matra Magic and 1000 Needles. To do this, the Blue Mage has to have the Blue Lore technique, which is a must-have for every Blue Mage on start-up. After learning the technique through Blue Lore, it can be made a personal technique, as long as the name holds E.Skill: (Tech Name). Blue Mages can wield guns and the lighter magic weapons (so no two-handed staves), and wear light armor. Blue Mages HAVE to start up with Blue Lore, no matter what, but they can choose if they have Blue Lore at Rank 2 right away, or if they want to have Blue Lore at Rank 1 and add one 'pre-learned' E.Skill. Their history needs to state where they learned it. Blue Lore - do not copy into profile, but use as technique Blue Lore - Power Level Nature: Magical Type: Blue Magic Range: Self/Within [rank*100] meters Description:The Blue Mage magically observes his surrounding, analyzing and studying all techniques used within the range. After the technique has been seen or felt a certain amount of times -this can happen over an infinite amount of threads- the user can learn it as a permanent technique and use it for himself. Rank Progression
- Rank 1 - The Blue Mage needs to see the technique 7 times, or be hit head-on by it 3 times
- Rank 2 - The Blue Mage needs to see the technique 6 times, or be hit head-on by it 3 times
- Rank 3 - The Blue Mage needs to see the technique 6 times, or be hit head-on by it 2 times
- Rank 4 - The Blue Mage needs to see the technique 5 times, or be hit head-on by it 2 times
- Rank 5 - The Blue Mage needs to see the technique 4 times, or be hit head-on by it 2 times
- Rank 6 - The Blue Mage needs to see the technique 4 times, or be hit head-on by it 1 times
- Rank 7 - The Blue Mage needs to see the technique 3 times, or be hit head-on by it 1 times
- Rank 8 - The Blue Mage needs to see the technique 2 times, or be hit head-on by it 1 times
- Rank 9 - The Blue Mage needs to see the technique 2 times, or be hit head-on by it once.
- Rank 10 - The Blue Mage needs to see or be hit by the technique only once to learn it.
Blue Lore Code - Code:
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[b]Blue Lore[/b] - Power Level [i]Nature:[/i] Magical [i]Type:[/i] Blue Magic [i]Range:[/i] Self/Within [rank*100] meters [i]Description:[/i]The Blue Mage magically observes his surrounding, analyzing and studying all techniques used within the range. After the technique has been seen or felt a certain amount of times -this can happen over an infinite amount of threads- the user can learn it as a permanent technique and use it for himself.[spoiler=Rank Progression][list] [*]Rank 1 - The Blue Mage needs to see the technique 7 times, or be hit head-on by it 3 times [*]Rank 2 - The Blue Mage needs to see the technique 6 times, or be hit head-on by it 3 times [*]Rank 3 - The Blue Mage needs to see the technique 6 times, or be hit head-on by it 2 times [*]Rank 4 - The Blue Mage needs to see the technique 5 times, or be hit head-on by it 2 times [*]Rank 5 - The Blue Mage needs to see the technique 4 times, or be hit head-on by it 2 times [*]Rank 6 - The Blue Mage needs to see the technique 4 times, or be hit head-on by it 1 times [*]Rank 7 - The Blue Mage needs to see the technique 3 times, or be hit head-on by it 1 times [*]Rank 8 - The Blue Mage needs to see the technique 2 times, or be hit head-on by it 1 times [*]Rank 9 - The Blue Mage needs to see the technique 2 times, or be hit head-on by it once. [*]Rank 10 - The Blue Mage needs to see or be hit by the technique only once to learn it. [/list][/spoiler]
E.Skill example E.Skill: Mega Flare - 5 Nature: Magical Type: Blue Magic Range: 100 meters Description:The Blue Mage draws bluish energy into the mouth, charging a glowing orb which, when spat out, shoots towards the target, getting bigger as it travels. The ensuing explosion can blast people back several meters, causing bruisings, and burns the target's clothes away, inflicting the opponent with an impressive array of burns, which heal at the same speed as regular burns but leave no scars. The cooldown is 3 posts. Copied from Bahamut: 1 | 2 | 3 | 4 The 1, 2, 3, 4 must link to the threads in which you saw or were targeted by the attack. You can copy a technique even if you have multiple sources. You are allowed to copy other Blue Mages.
Elemental Mage Elemental Mages are like red mages, capable of using their magic for both offense and defense, and capable of wearing more advanced equipment. The difference is that they can only use a single element for their spells. This gives them the obvious limitations of having weaknesses against some monsters, but the advantage that they are complete masters over their element and thus don't have the limitations Red Mages tend to have.
Elemental mages can be customized. Add whatever element your mage controls and what it can do with this element.
Experiment Despite never finding Jenova in our universe, Shinra is still involved in many experiments, mostly inhumane and sometimes even cruel. Characters with this job have strange powers, mostly the ability to transform into different inhuman creatures. Some are even permanently stuck in this transformed state. Some experiments come with magical abilities, but not all. Experiments are not trained in any weapons, except for the natural weapons they get when transforming. On occasion, an experiment also has an ability such as enhanced senses even in human form, or the ability to heal fast, or thicken their skin and such.
Experiments differ from each other, and can thus be customized.
Evoker Evokers are a rather special class. Closely related to summoners, Evokers have a single bound entity called the 'Guardian'. The Guardian is a completely seperate person from the Evoker, and is permanently summoned. The Guardian gains strength as the Summoner does, and has his own class, equipment, everything. The Evoker, however, is more limited. His or her magic has to be directly connected to the Guardian, but in a not directly offensive way. For instance, if the Guardian is a Phoenix-like creature, then the Evoker's magic has to be throwing up a wall of fire, flight, burning armor, but no such things as directly throwing a fireball at the opponent. Outside of this, the Evoker is allowed simple spells such as Cure and Blizzard. More information about the Evoker and his Guardian can be found under Special Systems.
Summoners upcoming!
Edited by Vaz, May 1 2012, 07:27 PM.
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