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Post by Wraith on Apr 25, 2010 16:16:14 GMT -5
Glossary: The Humans:
Humans with mere physical abilities. Unable to transform like the Lecross, it is said that they once lived together in harmony before an event happened that tore them apart forever. Separated by kingdom, they each wield equipment to better themselves in battle and to put them on par with their bestial counterparts. Wielding a wide variety of different classes.
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Post by Wraith on Apr 25, 2010 19:11:56 GMT -5
Aniteers: Wielders of nature, they wield Fire, Water/Ice, Wind/Lightning, and Earth. Their magic is something to fear, but they can't really take that many hits.
Starting Stats: SP: 300 PP: 10 BP: 10
Abilities:
Unity: Can combine two spells of differing elements to create a more powerful spell with different effects. Requires two actions to use.
Growth Stats: SP: 35 PP: 3 BP: 2
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Riding Knights: Riders on the steed of wyverns or in a rare case a pegasus. Only woman are ever seen on a pegasus however. Both have varying traits, and both are rather fearsome to meet in combat.
Starting Stats: SP: 500 PP: 20 BP: 15
Abilities:
If Male: Steadfast: Immune to Heavy. One attack every three turns can inflict either Heavy or 1.25x Damage.
If Female: Steadfast: Takes 30% less damage from magic attacks. Immune to Sleep. One attack every three turns can gain +1 Hits.
Growth Stats: Male SP: 50 PP: 8 BP: 5
Growth Stats: Female SP: 40 PP: 5 BP: 9
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Post by Wraith on Apr 25, 2010 19:23:26 GMT -5
Fighters: Wielders of the axe, they wield it with heavy force. Not one for wearing much equipment, this is turn oddly enough strengthens their offensive power. Of course, they do tend to miss sometimes too.
Starting Stats: SP: 500 PP: 25 BP: 5
Abilities:
Frenzy: All attacks always have a 75% Hit Chance. Can only link attacks up to the second level (Link 1--->Link 2--->End). Can only have two pieces of armor equipped at all times. Attacks inflict +75 Damage. Steel boosts damage by 40% instead of 30%.
Growth Stats: SP: 45 PP: 10 BP: 2
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Guards: Trained fighters in hand to hand combat, they unleash a lethal assault at all times with their body as their weapon and witness. Not as physically gifted as their counterparts in the kingdom.
Starting Stats: SP: 450 PP: 20 BP: 10
Abilities:
Serenity: Can equip fist and leg weapons at the same time.
Growth Stats: SP: 35 PP: 6 BP: 6
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Post by Wraith on Apr 26, 2010 5:33:41 GMT -5
Ronins: Wielders of the katana, they will never strike their foe in the back willingly. Following the ethics of their code considerably, the ones that stray from this path are considered scum and hunted down without mercy. Capable of killing strikes that cut clean to the bone in an instant without harm to the blade itself.
Starting Stats: SP: 400 PP: 10 BP: 20
Abilities:
Remnant: Every other attack ignores the BP stat.
Growth Stats: SP: 40 PP: 4 BP: 4
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Striker: Swordsman who are usually hired swords. They can wield the katana, but at the same time dual wield weapons. Not able to perform as clean of a cut as a Ronin, they are however just as destructive in a fight as their non-Mercenary compatriot. Often ridiculed for their underhanded ways of being a hired body and wielding more than one blade.
Starting Stats: SP: 350 PP: 15 BP: 15
Abilities:
Surreal: Can equip two swords or katanas. When two weapons are equipped, attacks all hit the enemy twice.
Growth Stats: SP: 35 PP: 5 BP: 5
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Post by Wraith on Apr 26, 2010 5:42:19 GMT -5
Dariteers: Wielders of darkness, they wield the forbidden arts of the Dark Magic. Using the power to steal life from others and other forms of harm, they are wielders of the most dreaded magic. Caring not for all others who stand before them in their gambit and ambition.
Starting Stats: SP: 375 PP: 15 BP: 10
Abilities:
Disdain: Immune to Athinty. All hits to the enemy absorb 50% of the damage as HP for the Dariteer. Can surpass max HP to a max of 1.5x.
Growth Stats: SP: 25 PP: 5 BP: 3
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Sacriteers: Wielders of light, they wield the holy arts of Light Magic. Using their power in the pursuit to save others and protect those dear to them, they are the very opposite of those who wield the powers of darkness.
Starting Stats: SP: 350 PP: 10 BP: 15
Abilities:
Acceptance: Immune to Athinty. Can charge up a single action to empower the next attack used. Always affected by Faith.
Growth Stats: SP: 30 PP: 2 BP: 6
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Post by Wraith on Apr 26, 2010 5:52:47 GMT -5
Thieves: Pillagers who lack all honor, they take what they can get and leave the scenes right after. Perfect for gathering information or stealing others valuables, they tend to be loyal only to themselves and whatever else they put up to plate. Nothing is beyond their thieving grasp.
Starting Stats: SP: 325 PP: 5 BP: 10
Abilities:
Plunder: Has a 40% Chance of stealing something from an enemy.
Vanish: Can avoid two hits every odd turn, starting with the first.
Growth Stats: SP: 20 PP: 3 BP: 5
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Rangers: Despite their name, they are also lurkers in the shadows. Armed with bows, they shoot their prey down before they are even seen or heard. Generally used in assassination, they are well known for their unfortunately high success rate. Rare occasions are they that if these are hired to slay someone from the shadows, they will actually fail that objective.
Starting Stats: SP: 440 PP: 10 BP: 5
Abilities:
Depth: Can inflict Sleep on the opponent with an attack.
Precision: PP applies at x2 the strength to one attack every other turn starting with the first. Applies at x2.5 if the target is asleep.
Growth Stats: SP: 20 PP: 2 BP: 3
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Slayer: Wielders of massive blades, they tend to wield blades larger than themselves with relative ease. Having great destructive force behind each attack, their blades usually rest within the Fang Kingdom. They themselves the reason behind their dubbed name as the Blood Kingdom.
Starting Stats: SP: 500 PP: 20 BP: 20
Abilities:
Spire: Affected by Heavy each turn until removed by an ally or restorative item from an ally. One attack each turn can inflict x1.5 Damage.
Growth Stats: SP: 15 PP: 7 BP: 7
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Post by Wraith on Jun 1, 2010 8:33:45 GMT -5
Defenders: Those sworn to protect others. Loyal to their comrades and serving as their shield. Their abilities make for this to work perfectly, making them a feared enemy if encountered with a group of others to work with.
Class: Defender
Starting Stats: SP: 600 PP: 5 BP: 30
Abilities: Cover: Can cover attacks for one other ally and only one ally for a turn. Takes 50% damage from all of the attacks taken by this. Can trigger Cover for oneself to suffer 50% damage from all attacks for the turn.
Guard Counter: Inflicts either damage, recovery, or a damage boost based on what was chosen during the choosing of this Class. Can only be used after Cover was triggered. Effects vary per character.
Growth Stats: SP: 25 PP: 1 BP: 10
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