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    Class Jobs

    Trevlac
    Trevlac
    Admin


    Female Number of posts : 686
    Experience :
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    Ultimate End character
    Class:
    Life:
    Class Jobs Left_bar10/10Class Jobs Empty_bar  (10/10)
    Weave:
    Class Jobs Left_bar5/5Class Jobs Empty_bar  (5/5)

    Class Jobs Empty Class Jobs

    Post by Trevlac Mon Sep 21, 2009 8:06 pm

    UPDATE: Added sprites and Terminator class!

    You can start as any of the classes that don't say otherwise. Just give some background as to why your character is some powerful Black Magician but try to be more original than "Joe studied black magic as a kid." Classes earn money but for purposes of the game, your job is your class. For instance, you can be a Shin-Ra Turk that's a Martial Artist. Meaning you get paid to be a Martial Artist for Shin-Ra, but your duties are defined by being a Turk. You can even invent jobs; be creative! Later on you can apprentice in any of the classes if you find a teacher. Fellow players can also apprentice you. Eventually you can become a master and use all of the abilities of both classes! You can only have two classes though, the original class you begin with and the apprenticed class.

    When you take an apprentice class, you may only learn the first three abilities.

    There are now Composite Classes which are what happens when you combine two specific classes that meld well. For instance, become a White Magician and a Gladiator and you will become the single class of Crusader. You will then have additional access to the Crusader abilities and the new income of the Crusader. (See composite classes in separate thread).

    Abilities are earned as you go through life. Any class you begin with or apprentice will start you at the first listed ability and the storyteller (me, or in my absence, Ordin) will tell you when you gain a new ability based on your RP performance and contribution.

    Class Jobs Agent
    Agent
    Sneaky, stealthy, and not really in a hurry. Agents are spies, they like to know what's going on before doing anything. But they think quickly and do their duty. Agents resemble the Ninjas of old Wutai but are now mostly employed by Sin-Ra as Turks or spies. Agents operate in much secrecy and stealth, preferring to take enemies by surprise. This job pays a variable amount per day left up to the Storyteller. It ranges from only 120 Gil to 560 Gil.

    Abilities

    • Swim - Agents can move in the water almost exactly the same speed as on land. They can dive to depths no normal man could, and they can hold their lungs full of air for approximately 6 minutes without passing out.
    • Hide - The ability to hide one's self anywhere is granted to an Agent. They are cunning and sly, using any surrounding to their advantage.
    • Dual Wield - The only class allowed to use two weapons, one in each hand as they are the only ones who bothered to increase their mental capacity to intense dual fighting. (Attack the number of times you wield weapons)
    • Reflexes - Agents have amazing reflexes that allows them to fight by firstly, always knowing the opponent's move and pre-empting it with their own. (opponent selects attack first but an Agent's attack always lands first)


    Class Jobs Alchemist
    Alchemist
    The quest for a Seeker of Alchemy to shed his material body and ascend to immortality. Alchemists believe in preparation, equality, balance, and preservation of both good and evil. They are usually an enigmatic group that is misunderstood by most to be scientific, though some may also be scientists. Alchemy progresses one's conscious through stages of the body, the stages are the Nigredo (Black path), Albedo (White path), and Rubedo (Red path). Each will occur to the Seeker in that order.

    Alchemists have some nifty inherent abilities. They can usually make just about anything out of anything else. They understand that mixing certain things will produce something of greater worth but of equal value. Alchemists can create restorative drinks like Potions and tend to have a stock of Phoenix Tears handy in their library of phials for emergency. This class gets paid 200 Gil per day and they need it what with all of the ingredients they must buy for concoctions and such. You choose one path below, Alchemists can choose to erase 2 abilities and switch paths at any time.

    Nigredo:

    • Grave - Passive ability for [Zombie] so that healing hurts and Death or poison heals.
    • Imbue - Physical attacks cause [Poison] and have Added Effect of any status materia worn
    • Oath - Transform into a random demon: Skeleton, Bat, Wraith, or Zombie Dragon
    • Volatile - All physical attacks explode, causing 50% damage to enemy party members that are not targeted.


    Albedo:

    • Maintenance - Items and equipments cannot be stolen or destroyed
    • Create Weapon - Ability to forge a random weapon per day
    • Tenacity - Damage multiplied for status ailment inflicted on the Alchemist (1 = 1x, 2=2x etc)
    • Auto-Tonic - Automatically uses a restorative item when health is critical (if possessed and only if the Alchemist just received damage)


    Rubedo:

    • Find Item - Randomly find items as you move.
    • Galaxy Stop - Summons cannot be used against the Alchemist.
    • Enlightened - No enemy is hostile. Only enter into battles by choice.
    • W-Item - Inherent ability to use two items simultaneously like the materia of the same name.


    Class Jobs BlM
    Blue Magicians
    Keep your friends close but your enemies closer. This is the motto of the Blue Mage. A Blue Mage studies his opponent, knows his opponent, and systematically exploits his weaknesses. Blue Magicians are the only class which can learn Enemy Skills (via the Enemy Skill materia). Blue magicians are calculating, thinkers, and they have amazing intuition. This class earns a modest 190 Gil per day, and 20 Gil for each Enemy Skill it has learned on an Enemy Skill Materia. Blue Mages, when starting the RP, take the E. Skill materia instead of the standard equipment.

    Abilities:

    • Learn - The ability to learn from battle is invaluable and Blue Magicians can do just that. They learn a single enemy move for one encounter when it is used on them. It's always the first enemy attack.
    • Detect - Anything hiding or sneaking up on a Blue Magician is the one who's going to be surprised when the Blue find him easily with Detect.
    • Materia Slot - The weapon(s) of a Blue Magician has 2-linked materia slots at all times in addition to all existing slots.
    • Foresight - If an enemy attacks a Blue Magician with any skill that it knows, the skill is nullified completely.


    Class Jobs Dragoon
    Dragoon
    The Dragoon are cavaliers who can mount chocobos and dragons with their trusty weapons and heavy armor and bring about some serious devastation. They jump like nothing else. They are the elite of fighters. They command the spirit of an ancient dragon assigned to them upon taking the Dragoon's Oath. Dragoons are the elite, the respected, and usually natural-born leaders. The biggest drawback is the slow speed and horrible luck these poor bastards tend to have. These guys make a hefty 300 Gil per day.

    Abilities

    • Jump - Dragoons can jump to whatever height is required to attack their enemy. Some have been, in legend, said to have jumped to a height above 30 stories.
    • Dragon Spirit - A summonable dragon with ancient power. It can attack and deal slight damage, but mostly it absorbs damage for its commander. It is said the the Dragon grows in size and power when used more often until it frightens even Bahamut, the King of Dragons.
    • Mounted Fighting - Dragoons can fight on chocobo-back, and even ride the back of Bahamut, or just about any beast who is loyal to it. They can also wield a Polearm type weapon with ease, unlike any other regular Joe.
    • Double Armor - Dragoons can wear two sets of armor.

      Class Jobs Gladiator
    Gladiator
    Glory, power, freedom. The Gladiator exercises the code of the warrior. The code of the Knight. This class of noble warrior will either be as brutal as they come or as chivalrous as Sir Percival himself. Gladiators are on a quest for ultimate conquest. Ultimate freedom of action. Ultimate victory. The thrill of battle is the ultimate high and Gladiators intend to reach the ultimate.

    A class devoted to attack and defense, they know very little magic. They can wield heavy swords with ease and are stronger than most men. This class gets paid 130 Gil per day, but an additional variable amount of Gil per conquer if their employer has set a bounty on someone's head.

    Abilities:

    • Weapon Block - You've been trained to block and parry with a weapon, not having to rely on your armor so much. (Chance to block based on weapon's ATK any time you are attacked)
    • Double-Hand - Large, two handed weapons are wielded with the ease of one handed. Also, double damage is inflicted when one-handed weapons are wielded with two.
    • Armor attack - Gladiators can use anything as a weapon. Including their armor. (Armor rating is used as atk rating)
    • Breaker - Ability to completely destroy the enemy weapon/armor/accessory if chance and strength favors you. (Target enemy's equipment each time you attack)


    Class Jobs Martist
    Martial Artist
    The flowing fighters of the lot. Martial Artists tend to have a deep spiritual energy that propels their physical movements. Versatile in almost any weapon except firearms and exquisitely well-versed in Gloved fighting, Martial Artists make for fast and strong warriors who are lightweight due to the armor drop they get. Any armor they wear has its effectiveness reduced to keep up their speed. Martial Artists are committed to their spirituality and as such, accept pittance pay of 100 Gil per day. Although it is widely known that Martial Artists needn't pay much for things either as several people take pity in their poverty and award them free things. As well as the fact that their equipment costs very little as it's made of common materials. (MA's cannot use Firearms, unless they take apprenticeship as a Red Mage or learn a common ability). Monks can start with 2 Glove weapons instead of a Weapon and Armor as part of their starting equipment.

    Abilities:

    • Dual Gloves - Martial artists are skilled in hand-to hand fighting, and so therefore can use two Glove weapons at once. One on each hand. This allows for 1 attack per gloved hand.
    • Perseverance - Walking will regenerate a Martial Artist's life slowly
    • Counter - Anytime a martial artist is attacked they have the chance to counter attack. (Ability counts as 1 counter materia for each additional counter materia equipped. Chance to miss gets higher with more counter materia)
    • Meditation - For a brief time of concentration, Martial Artists can recharge half of their total magical pool for additional daily weaving. (Unlimited use)


    Class Jobs RdM
    Red Magician
    A Red Mage believes in balance in all things. Consequently, they are one of the most well-rounded classes, having good strength and magic. They are the only class of magic user that can benefit from a heavy weapon. Red Mages make a decent 230 Gil per day since they're in relatively high demand.

    Abilities:

    • Independence - Any Independent materia worn will have its effects increased.
    • Sharpshooter - All damage incurred from a gun wielded by your Red Mage is more effective and more accurate.
    • Endurance - A Red Mage can tap into his magic and endure an attack that would otherwise kill him. (Damage is incurred to magic instead of life.)
    • W-Magic - This ability is the same as the materia of the same name.


    Class Jobs BM
    Black Magician
    The weave of the cosmos, destruction, entropy, power. The Black Magicians have a longstanding belief that there is no good or evil, there is only power and those who are too weak to seek it. A nexus of magical energy flows from the planet, and Black Magicians are skilled at tapping into this energy source to bring about destructive and damaging magic. A misconception is that destructive magic is evil, it is no more evil than a rock hurled at one's head. The use of it is what matters. Use your power wisely. Black Mages are paid 200 Gil per day.

    Abilities:

    • Absorb - The magical source of others is not safe from a Black Magician. They have the power to sap you of a little of your magic weave.
    • Magic Plus - Ability with the same effect as Magic Plus materia.
    • MP Turbo - The same effect as if "MP Turbo" materia were paired with all of the caster's materia. (Choice to use MP Turbo ability with each cast)
    • Counter Magic - The character counters with the same magic he or she receives.


    Class Jobs WM
    White Magician
    The Oath of a White Magician is to refrain from causing harm to your fellow man, and heal all those in need. A dedicated martyr, although this does not automatically make one good. History has seen some very powerful and evil white magicians. Take heed, the power to heal can sometimes be the most deadly force...especially to death itself. White mages are in high demand, however they only get paid 170 Gil per day.

    Abilities:

    • MP Plus - Ability with the same effect as the materia with the same name.
    • White Heart- "Cure" materia and healing items have their effects increased to double.
    • First Aid - Status effects (Poison, Berserk, Frog, etc.) are healable to one's self any time at will.
    • Oathbreaker - The most powerful W. Mage ability. Effects of healing spells are negatived to to the exact amount of damage that it would otherwise heal. This can drain a W. Mage of energy completely, so use sparingly.


    Class Jobs Physicist
    Physicist
    Calculating, thinking, ever vigilant. As a physicist you deal with the very fabric of reality itself. You have the ability to control time and space, and use dimensional magic. The universe is but your plaything, and you mock time's hand of death. Not in high demand, and not useful in the eyes of most employers, as such these guys get paid 140 Gil per day.

    Abilities:

    • Float - Able to hover one's jumping height above the ground. (Normal athletic person's jumping height is 2 feet.)
    • CriticalQuick - Character's traits increase greatly when he is critically wounded.
    • Teleport - Allows the character to move to any space within visible range instantly. However, the further the destination, the greater the chance of failure. Take care to stay within a reasonable movement radius.
    • Short Change - Spellcasting time is instantaneous.


    Class Jobs Summoner
    Summoner
    Call upon mythical beasts to do your bidding and rid the world of the filth that infests it - be that good or evil. Summoners have access to a special materia group - the red materia. Ancient arcane texts and mysterious runes and glyphs depicting fearsome beasts that most people pale in the presence of are yours to befriend, use, kill, and command. Paycheck is 150 Gil per day.

    Abilities:

    • Ritual Summon - Performing a ritual of giving a particular beast's materia permanently it will give you a random summon materia and nearly kill you as a summoner. Careful that the new materia does not break as part of your spirit is now dwelling within the new materia.
    • MP Restore - Any attack causing the enemy to instantly be in critically wounded condition will fully regenerate your magical pool.
    • Efficient Caster - All magical attacks require only half their normal magical pool drain.
    • Double Summon - Able to summon any red materia up to twice per day.


    Class Jobs Engineer
    Engineer
    The hard workers that are usually under appreciated to the point that they go to work one day at American airlines with a sawed-off shotgun and kill EVERYONE. Snicker's bar? Or just collect a daily paycheck of 500 gil!

    Abilities:

    • Eq. Gunblade - The only class that can initially use the gunblade weapon. Gunblade weapons are more accurate and deadly in the Engineer's hands.
    • Gil Plus - Effect same as materia with same name.
    • Coinplus - Coin command's effectiveness is quadrupled.
    • Hellforge - Able to create armor from materials nearby. Random armor is created relative to the current area. Used once per day.


    Class Jobs Pirate
    Pirate
    No, not "yar-har, avast matey" bullcrap. Pirates are those who make a living on random things and theft isn't always it. Not all pirates steal rape and murder though. Just your average lawbreaker. Pirates make a salary of 210 Gil per day.

    Abilities:

    • Catch - When a character uses an item on itself or allies, Pirates gain the effects as well.
    • Caution - When an enemy attacks, you receive half the normal damage once per fight.
    • Gilgame - Receive Gil from killing an enemy based on the damage incurred in the attack that fell the enemy. (Damage from killing = Gil received)
    • Double Accessories - Pirates can wear two accessories simultaneously.


    Class Jobs Performer
    Performer
    Entertainers of the non-musical kind. And the show must go on! Performers are all about living free and chasing one's passion in life. That explains why they only make 90 gil per day...

    Abilities:

    • Statufied - Status effects on opponents last longer and are more potent.
    • Tango - Random decrease in all traits of one enemy.
    • Ribbon - Status effects are nullified.
    • Dance - Cast all magic free of cost.


    Class Jobs Musician
    Musician
    Another poverty class that sings/plays an instrument and travels the world seeking satisfaction of one's passion. Like many other poor classes, these guys only make a pittance - 85 gil per day.

    Abilities:

    • Tuner - Music weapons have their effectiveness increased to 200%
    • Bass - Random status effect chance when you attack.
    • Treble - Random increase in all ally's traits.
    • Alto - Able to fly.


    Class Jobs Necromancer
    Necromancer
    Grotesque images of morbid corpses and undead legions would normally fill the minds of the average ignorant person who thinks of Necromancy. In fact, Necromancy is the manipulation of the dead by way of bells or special enchantments that replicate the seven bells effects. No necromancer could ever find these bells, so their effects are handed down in old texts or through family lines. Necromancers are usually normal people...that happen to control the dead. They are also one of the only classes with more than 4 abilities and they get paid 310 gil daily.

    Abilities:

    • Ranna - Regain life force by eating the dreams of those who sleep.
    • Yrael - Attack enemies for heavy damage while they are sleeping. (300% damage incurred while SLP)
    • Seraneth - A dead creature becomes reanimated and entirely devoted to your will. Even the bone remains can become your servant.
    • Kibeth - Performing a Hebrew ritual will give you a living piece of earth in one of 4 verieties: Clay, Iron, Blood, Fire that you choose.
    • Iron Maiden - A curse that causes a foe to do double damage to himself that he inficts upon you or your controlled.


    Class Jobs Reaper
    Reaper
    A kind of opposite Necromancer. Instead of having the souls of the dead working for them, these guys like to take souls and harvest soul energy. Like a physical version of Necromancers, so Soul Reapers excel in strength and speed. They have normal magical prowess and normal life force, but really low spiritual resistance and luck. They are perfect for huge swords or bulky scythes. Most new age Reapers are about resolution, devotion, and honor. So they are, by consequence, very trustworthy and have high integrity. As a nice bonus they have the most abilities of any class. They are also paid 230 Gil per day.

    Abilities:

    • Ashura - Your weapon becomes invisible (not your body or any part of you.)
    • Reverse - Critical hit ratio is increased greatly for Soul Reapers.
    • Muramasa - Ghost from the weapon makes the enemy act unpredictablity and in some cases sentences them to death. (Adds: Confusion, Death Sentence.)
    • Kikuichimoji - Weapon emits a spiritual mirror image of iteself that speeds toward the enemy. (Uses a non-throw weapon as a throw weapon. Opponent's defense is ignored, spiritual defense is used instead.)
    • Bizen Boat - May choose to attack an enemy's magical pool instead of their life force.
    • Meatbone Slash - When in low life force, allows the character to damage the target in the amount of his or her max life force.
    • Zantetsuken - Character's life drops to 1, 50% chance to inflict sudden Death on the enemy.


    Class Jobs Judge
    Judge
    If Dragoons hold heavy armor and Gladiators hold heavy weapons, Judges hold heavy influence. They have the power of Law to reshape how reality works. From becoming Peerless for a turn to being able to attack all enemies as if they were one. The Judge is the ultimate arbiter of battle and sometimes arbitrarily so. Judges are good with magic, attack, defense, and learning abilities. They are flawed at dodging, hitting accurately, and being speedy. They are also paid 440 Gil per day.

    Abilities:

    • Slash All - Melee attacks target all enemies and have 50% more damage.
    • Red Card - Any character that inflicts a status ailment on your character has a chance for a Death Sentence. [Doom]
    • Braver - Melee attack causing +200% damage and chance of inflicting [Stop]. Once per day.
    • Bulwark - Become [Peerless] for one turn (or 30 seconds) once per day.


    Class Jobs Arcanist
    Arcanist
    Once, thousands of years ago, these mystics and oracles were known as Mages of the Green. They study the peculiar arts within the occult, often relying on bizarre traits and rituals to create new materia or curse their enemies. Scholars of the ancient, Arcanists have exclusive access to status effects from their tomes that other classes do not. Oddly, Arcanists specialize in melee combat despite the misleading name. Unfortunately, can only learn 3 abilities. Paid 220 Gil per day.

    Abilities:

    • Airetam - Once per day, create one random materia.
    • Tome - Command in battle, choose one status effect from the Oblivion Tome to cast.
    • Double Down - Attacks double in damage for each status effect they inflict.


    Class Jobs Terminator
    Terminator
    The super prepared executioners of the living. Similar in ideals to the Reapers and Agents, these are specific kinds of assassins who do not rely on stealth or spiritual energy. They can not even tap into the weave. Instead, Terminators must use their own blood as payment for magic. But they have a lot of it. By nature, Terminators have twice the life force of other classes. Generally, Terminators make their killings very public and have no problem taking on whole groups of targets at once. Their missions are akin to bounty hunters but without stealth or subtlety. Paid 600 Gil per day.

    Abilities:

    • Bastion - User has no MP bar. MP cost comes from HP. HP is 200% normal physical classes. User has permanent non-dispellable [Regen].
    • Bladeblitz - Using adds [Blitz] effect which causes the user to lose 8% of their current HP per swing but always deal critical hits.
    • X-Fight - Attacks 4 times in succession, each succeeding attack does 2/3 the damage of the previous attack.
    • Bloodbreak - When life force is [Critical], every attack steals 2/3 of the user's damage from enemy life force.


    Last edited by Trevlac on Sun Feb 21, 2010 9:13 am; edited 7 times in total (Reason for editing : new class + sprites!)

      Current date/time is Sun May 19, 2024 9:35 am