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Post by Whalen[OWNER] on Aug 8, 2010 19:57:07 GMT -5
General Each character created has 5 skill slots, a portion of them taken up by the default skills they gain upon becoming a certain class. After every level, a new skill slot becomes available. As you progress, you will eventually be able to create a character with up to 20 skill slots right off the bat allowing for limitless possibilities.
Look below this post for class descriptions and skills.
Creating a Class Using the Base Classes
A feature here at FFRemix is the ability to create your own class. It's very simple, really. When creating your character, you can choose use the default skills for one class as a base and add your own custom skills to make your custom class as original as possible. The skills you create for your made-up class can be as crazy as you wish; when using a Warrior as a base, you could create such classes as Warrior/Seamstress, Warrior/Paladin, Warrior/Engineer, you name it. The possibilities are only limited by your own imagination. Just remember that when filling in the Character Class section of your character sheet to include the base class and the custom class separated by a slash (/). I.E. Character Class: Warrior/Paladin
Here is list of classes available. After a certain point, when some of the classes are being seriously overused, they will be restricted until further notice. These classes will be marked with a slash going through their name.
Classes [/u] - Warrior
- Thief
- Monk
- White Mage
- Black Mage
- Red Mage
- Dragoon
- Mystic Knight
[/b] [/li][/ul] [/center]
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Post by Whalen[OWNER] on Aug 10, 2010 19:34:22 GMT -5
Warrior [/u] Description: Warriors are most easily classified as the melee-combat class. They are the stereotypical fighters that appear in nearly every RPG, and have the most capabilities for weapon usage. The population of Warriors in the past have developed the skills to use nearly any close-combat weapon available, from an Angolan battle-axe to a Zweihander. Or even unconventional weapons such as an artist's easel or a cross, if your character decides to stay true to their profession even in the midst battle. Default Skills:First Aid: With a little bit of mental effort, Warriors can patch up small wounds to aid his or her allies. The ability is indeed a spell, though one with the least amount of mental ability required so that even a Warrior can cast it. First Aid is very similar to a weak Cure. Cover: If serving as a defender to an ally, a Warrior can boost his defense by using Cover, and absorb all energy from an enemy attack into either his shield or a weapon, though shatter of whatever equipment used is possible. Sentinel: Increases resilience to all attacks and negates their effects once per 3 posts. Extra Notes: As a note for the Close Combat Weapon Expertise skill, a weapon and a shield or buckler would be considered as a single weapon, allowing for another weapon to choose. [/center]
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Post by Whalen[OWNER] on Aug 10, 2010 21:17:15 GMT -5
Thief [/u] Description: Thieves are known mostly for their agility and skill to dodge and evade hefty, slow Warriors. Though they do not pose as much threat in a battle as a Warrior, they have the ability to use their speed to dodge around an enemy and finally inflict a quick, fatal blow. Thief weapon options include a wide-variety of stealth-style weapons, but the choice is up to the creator, really. Consider using thrown weapons to give your Thief a ninja flavoring. Default Skills: Fleet Feet: Because of years of dodging and fleeing, Thief's have gained the innate ability to gain a boost of speed when needed. Fleet Feet's effects are the same as Haste, though only lasting one post. Extra Note: Though Thieves are most recognized by their Steal ability, they will not be included as an actual skill. However, I encourage all thieves to make use of their skills during roleplay, by either pickpocketing fellow RPers or NPCs of value that does not pertain the RP, such as a rare artifact or amount of Gil.[/center]
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Post by Whalen[OWNER] on Aug 11, 2010 21:12:26 GMT -5
Monk [/u] Description: Monks are typically seen as the tank class of them all, able to fight weaponless or with weapons, with a high vitality and toughness to most attacks, and years of training to back up all of their useful martial arts skills. Now, not all Monks are martial artists; anyone who uses their fists to fight could be considered a Monk. Normally, with being a Monk, comes gymnastics and bit of acrobatics to be able to do all the flashy flips that make the Monks seem more than just a bare-handed Warrior. Default Skills:Gymnastics: All Monks, whether trained or untrained in their profession, have an inborn ability of being flexible enough to perform flips and somersaults with ease and with no danger of injuring themselves. This skill is especially useful in the heat of a fist-fight, when your enemy is throwing punches like crazy and you need a way to critically nail a weak spot they may be protecting. Gymnastic ranks range from being able to do back-flips and leaps over and around your opponent, to being able to dodge out of the way of a fireball at the very last second, in which case you may need to look into the Thief class. Extra Notes: Portray your Monk with the style of a martial arts master, even if he/she really isn't that great. Otherwise, no notes.[/center]
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Post by Whalen[OWNER] on Aug 11, 2010 21:27:43 GMT -5
White Mage [/u] Description: The class of White Mage, next to the Warrior, is possibly the most important member needed in every combat thread. If your character is getting seriously damaged, consider befriending a White Mage character to heal wounds during battle. Along with healing, the most well-known and generic ability of White Mage, this class can also enhance strength, defense, magic, or any other attribute imaginable, including physical attributes for all you plastic surgeons, using buff spells. The choice of how to make your character is truly up to you. The most common weapons White Mage’s wield include staves, spell books, or even crosses for the priest-type White Mages. Default Skills:Cure[/b]: The most simple and basic skill that all White Mages are able to use is the Cure spell, the lowest in a ranking of healing spells that will cure any minor ailment of injury. If you want to be a healer-type White Mage, consider adding more Cure ranks as you roleplay, or even from the very beginning. Extra Notes: With all my magic-based classes, I encourage you to go crazy! The title of the mage is merely an archetype that can be melded to form the perfect magic-user. If your a White Mage, choose an even more specific archetype, such as healer, priest, even witch doctor. Remember, specifying your mage class with a relative archetype is a good way to represent your character's personality. Generally, swords and axes are not suggested for White Mages unless terribly adept at using both physical and magical weapons. [/center]
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Post by Whalen[OWNER] on Aug 11, 2010 21:49:41 GMT -5
Black Mage [/u] Description: The Black Mage is the primary combat magic user of both the Final Fantasy series and FFRemix. This class probably has the largest array of spells to choose from, including five different elements that may each be mastered over a course of time. Though weak physically, with a good Warrior by his/her side, the Black Mage can dominate the battlefield with the destructive spells they learn. Weapons used by Black Mages include staves, spell books, wands, floating crystals and the like. Default Skills:Fire, Blizzard, Thunder, Aero, Water [Choose One][/i]: The five basic elemental spells that a Black Mage can learn are Fire, Blizzard, Thunder, Aero, and Water, and each Black Mage begins with either focusing in on a single element and progressing quickly along that elemental track, or becomes a jack of all trades and makes little to no progression with any element. The latter is common among generic Black Mages, though those that choose a single element often turn out to be the most wise and definitely the most mastered in their spells. Every five levels, Black Mages gain the next rank in whatever spell chosen, or they can use this to get a new elemental spell. I.E. A Black Mage starts out with Fire, and after five levels gains Fira. Or I.E. A Black Mage starts out with Fire, and after five levels gains Blizzard. Though becoming a jack of all trades is time consuming, its all worth it in the end. Magic Burst[/i]: The spell Magic Burst allows Black Mages to cause a small explosion somewhere near them using non-elemental magic. The damage is equal to that of a hand-grenade, and can sweep both object and people off their feet, depending on the amount of energy forced into the spell. Extra Notes: With all my magic-based classes, I encourage you to go crazy! The title of the mage is merely an archetype that can be melded to form the perfect magic-user. If your a White Mage, choose an even more specific archetype, such as healer, priest, even witch doctor. Remember, specifying your mage class with a relative archetype is a good way to represent your character's personality. Also: Every five levels, Black Mages gain the next rank in whatever spell chosen, or they can use this to get a new elemental spell. I.E. A Black Mage starts out with Fire, and after five levels gains Fira. Or I.E. A Black Mage starts out with Fire, and after five levels gains Blizzard. Though becoming a jack of all trades is time consuming, its all worth it in the end. Generally, swords and axes are not suggested for Black Mages unless terribly adept at using both physical and magical weapons.[/center]
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Post by Whalen[OWNER] on Aug 11, 2010 22:06:29 GMT -5
Red Mage [/u] Description: The Red Mage is the perfect combination of the White Mage class and the Black Mage class. The Red Mage can, not only use skills from both the White Mage and Black Mage class, but he is also physically adept. Now, this may seem perfect, but there are some flaws to being a Red Mage. Though he can use White Magic and Black Magic, he can only reach up to a certain rank in each. The Red Mage is allowed to have limitless 1st rank spells, but only 4 total 2nd rank spells, including Fira, Cura, etc. and 2 3rd rank spells, including Firaga, Curaga, etc., without being able to use any 4th rank –aja spells. Though, if you just looking for a Warrior with the privileges of both magic classes, this is your best bet. The weapons suggested for this class include staves, spell books, magic crystals, etc. but also bladed-weapons such as rapiers or swords without any disadvantages. Default Skills:Fire, Blizzard, Thunder, Aero, Water [Choose One][/i]: The five basic elemental spells that a Black Mage can learn are Fire, Blizzard, Thunder, Aero, and Water, and each Red Mage begins with either focusing in on a single element and progressing quickly along that elemental track, or becomes a jack of all trades and makes little to no progression with any element. The latter is common among generic Red Mages, though those that choose a single element often turn out to be the wisest and definitely the most mastered in their spells. Every five levels, Red Mages gain the next rank in whatever spell chosen, or they can use this to get a new elemental spell. I.E. A Red Mages starts out with Fire, and after five levels gains Fira. Or I.E. A Red Mage starts out with Fire, and after five levels gains Blizzard. Though becoming a jack of all trades is time consuming, its all worth it in the end. Cure[/b]: A skill that most White Mages begin with, the Cure spell is also a basic of the Red Mage. Read the White Mage section for more information. Extra Notes: Red Mage characters are one of the harder classes to play. I suggest choosing a more simple class if you are a newbie.[/center]
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Post by Whalen[OWNER] on Aug 12, 2010 19:56:47 GMT -5
Mystic Knight [/u] Description: Mystic Knights embody the age-old spellblade, able to use magic and sword-play in conjunction, able to be an epic combination. However, Mystic Knights, as popularly believe, do not actually have the magic spells such as Fire, Blizzard, Thunder, or sword-play skills like Sentinel or First Aid; Mystic Knights have the unique ability to endow their weapons and others’ weapons with elemental energy. Thus the ‘Fire Sword’, ‘Blizzard Sword’, and ‘Thunder Sword’ are born, along with many other skills appropriate to the Mystic Knight class. Most Mystic Knights choose to wield the classic greatsword as their weapon of choice, able to cause maximum physical and magical damage with a giant flaming blade. However, any weapon will do, really. Default Skills:Fire Sword, Blizzard Sword, Thunder Sword [Choose One]: Mystic Knights have the ability to enhance weapon damage with the power of the elements. Using mastery of the three basic elemental spells, Mystic Knights can enchant any type of weapon to add an extra boost of elemental power. Eventually, Mystic Knights may learn to enchant their weapons with the Water and Aero elements, but most start with one of the simple first three. The ‘Sword’ in the names of the Mystic Knight’s skills is misleading; sword merely means a weapon in this case, as Mystic Knights can wield any weapon they wish. Extra Notes: Mystic Knights are often for those who have tried out the style of both the Warrior class and the Black Mage class. Playing characters of those classes helps you attain a better idea of playing a combination of the two.[/center]
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Post by Sen on Aug 22, 2010 0:35:36 GMT -5
Dragoon
Description: The dragoon is a warrior who has been trained in the ways of the dragon knight. Wielding spears, the dragoons are powerful warriors, with high defensive and offensive capabilities. Able to leap great heights, the Dragoon is a fierce warrior. Not a magical warrior in the least bit, Dragoons rely completely on the skills they know.
Default Skill Jump: Leaping high into the air, a dragoon can spend a whole turn jumping, coming down on the enemy with there spear during the next turn. They build up such force coming down from the powerful jump, it usually causes a shock wave upon impact.
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