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we all know that you are a beautiful girl in this horrible world
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I AM A female!
JOB CLASS: the big boss!
PLAYED BY Marigold!
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Member is Offline
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look at their eyes
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Post by Marigold on Mar 28, 2014 16:27:31 GMT
These are the battle classes allowed on Calming Delusions. The set of abilities listed are what all characters in their respective Battle Class start out with, no exception. We expect you to build up a character, not have a strong character immediately. Each ability can be upgraded using experience. Please note that the Blue Mage battle class functions differently, the abilities you can acquire with the lancet ability are in their strongest form upon obtaining them. To obtain Blue Mage abilities you must anty up Exp and you must also defeat a fiend using the lancet ability before killing it. Those threads will be played out by staff team members. You will be gifted an "item" for casting lancet and killing the fiend. This item will be used combined with exp to reward you a new ability. All Blue Mage ability threads MUST be played out under staff observation. No exceptions. white mage White mages normally dress religiously or in white robes. They use rods to help their magics. Their appearance seems very clean and well-kept although that is not a mandatory trait for a White Mage. A White Mage doesn't even have to believe in Yevon or be a summoner, although it seems that very many do follow that path. - Pray: can heal minor wounds of multiple targets. Cooldown: once per post.
- Cure: Can mend minor bone injuries and deep wounds. Cure uses a lot of the casters strength to successfully cast. Cooldown: 3 posts.
- Esuna: Cures illnesses like poison, confusion, silence and paralysis, if ailment has been long-going Esuna will not cure them. Cooldown: 2 posts.
- Vigor: Restores some HP to the caster, not very much. Vigor can be cast more quickly than cure and does not deplete a casters stamina. Cooldown: once per post.
- Ruin: Ruin is a defensive ability. It sends a blast of holy light towards an enemy. Ruin is by no means a strong spell. It does minimal damage but comes in handy when dealing with enemies. Cooldown: once per post.
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black mage Black magic users normally dress darkly or perhaps they dress like a normal everyday citizen of Spira. Very many focus their time and lives in practicing these darker arts, some even get driven down a darker path due to their use of black magics. There are those who stay to the path and never get consumed with the darkness they cast. Seeing as many Black Magic users stick to controlling the elements, they normally use different types of staves created from various materials. - Focus: A Black Mage can cast Focus on themselves, which helps their magic's potency and makes them stronger but not by much. Cooldown: once per thread.
- Blizzard: Inflicts weak ice damage to one enemy. Cooldown: one post.
- Fire: Inflicts weak fire damage to one enemy. Cooldown: one post.
- Thunder: Inflicts weak thunder damage to one enemy. Cooldown: one post.
- Water: Inflicts weak water damage to one enemy. Cooldown: one post.
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blue mage Please take note that Blue Magic is taught in the mountains by the Ronso. That being said, only Ronso possess the ability to absorb fiend abilities. The weapon of choice for the Ronso and Blue Magic users is normally a spear. - Lancet: This is the ability that allows a Blue Mage to absorb abilities from fiends. Cooldown: can be used 3 times in one post.
- White Wind: works much like the White Mage's Pray ability, however it heals up to three target's for damamge that cure could heal for a White Mage. This means it can heal broken bones and deep wounds. This ability is obtained from the fiend Dark Flan. Cooldown: 4 posts.
- Fire Breath: This attack literally makes the caster breath fire on enemies. It can affect up to three people and does a significant amount of fire damage. This ability is obtained from the fiend Grendel. cooldown: 4 posts.
- Self Destruct: This is an attack a Blue Mage can only use one time in their life. Why? Because you literally explode and die. It is powerful and can take out up to 10 surrounding enemies, however if a Blue Mage uses it that character will be killed in action. This attack is obtained from the fiend Grenade.
- Jump: The Blue Mage leaps into the air and plummets down with a spear in hand, bringing the spear down onto a single enemy for a devastating blow. Blue Magic comes into effect by applying a magical attribute to the caster, causing him to be able to leap into the air at an extraordinary height. Cooldown: 4 posts.
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knight This class isn't exactly canon to the FFX series, however it is canon to Calming Delusions. Basically a Knight has stronger defenses and attack than the warrior class, however Knight's are slow and not very evasive. They use heavy armor and large, one handed blades. The Knight can imbue magical ability into their blades, creating elemental physical attacks. - Fire Sword: The Knight can create a blaze, combining it with a blade and attacking. This is a minor addition at this level, seeing as the fire spell used is a low leveled magic. cooldown: 4 posts.
- Ice Sword: The Knight can combine ice with a blade and attack. This is a minor addition at this level, seeing as the ice spell used is a low leveled magic. cooldown: 4 posts.
- Thunder Sword: The Knight can combine electricity with a blade and attack. This is a minor addition at this level, seeing as the thunder spell used is a low leveled magic. cooldown: 4 posts.
- Water Sword: The Knight can combine water with a blade and attack. This is a minor addition at this level, seeing as the water spell used is a low leveled magic. cooldown: 4 posts.
- First Aid: The Knight is able to use medical knowledge to treat minor flesh wounds and broken bones. This is not a spell, it takes time and materials.
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warrior Warriors of Spira wear light armor and carry one-handed blades. They also practice time magics. The Warrior excels at speed, accuracy and evasiveness. But they also get hit harder. - Mighty Strikes: This ability focuses the Warrior's power to the fullest to take down enemies by striking vital areas. It lasts 2 posts. cooldown: 3 posts.
- Berserk: Causes the Warrior's attack to become more powerful but defenses will be lowered. Also makes the Warrior less calm, he may become angry and not think clearly. Lasts 2 posts. cooldown: 3 posts.
- Defender: Contrasting with Berserk, Defender will lower the Warrior's attack significantly, while providing a significant defensive boost. It also brings clarity to the Warrior with a clear thinking ability. Lasts 2 posts. cooldown: 3 posts.
- Haste: A time manipulating magic that can speed time up around whoever the Warrior cast it on. This causes the person to move 2Xs the speed of an average person. This lasts for one post. cooldown: 3 posts.
- Slow: A time manipulating magic that can slow down time around whoever the Warrior cast it on. This causes the person to move 2Xs slower than the average person. This lasts for one post. cooldown: 3 posts.
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thief Most Thieves wield daggers, but some equip short swords or boomerangs. Their armor options are limited to lightweight armor and vests. Very many Al Bhed have taken the path of the thief, although an Al Bhed does not have to be a thief. - Steal: A thief uses evasive movement to approach someone undetected. They then use their high accuracy to take items from other people. cooldown: none.
- Detect: A thief has an eye like a hawk! They can see into your inventory and grab the item they want. cooldown: 3 posts.
- Throw: The Thief has quite a lot of knowledge when it comes to what items do what. They can use grenades and the like. cooldown: none.
- Slice and Dice: A type of fighting stance that a Thief can enter. Basically the thief can jolt forward and land up to 5 slices with a dagger in under one minute. cooldown: 4 posts.
- Flee: With their evasiveness the Thief can easily wiggle themselves away from enemies almost without detection.
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holy monk Monks are highly proficient in the martial arts. Although they are only able to equip claws and knuckles, they are highly adept at using their bare hands in combat. They also wear soft cotton robes that are easy to maneuver in. - Barrage Kick: Sends a barrage of kicks to up to 3 enemies. Does moderate damage depending on the enemy. cooldown: 2 posts.
- Suplex: The Monk lifts a single enemy and then slams him into the ground. cooldown: 3 posts.
- Aurabolt: Blasts a single enemy with a bolt of holy energy. cooldown: 4 posts.
- Mighty Fist: Much like the Warrior's Mighty Strike, the Holy Monk focuses his efforts on vital places on an enemy, causing more damage. cooldown: 3 post.
- Mantra: The Holy Monk prays to Yevon and then up to three allies can be healed of minor injuries. cooldown: 3 posts.
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archer Archers are well-known for their long range combat via bow and arrows wielding. The range of their attack varies depending on what bow they are wielding. They normally wear clothing that is easy to maneuver in. Perhaps they wear light armor and helms. They can also be found in simple cloth outfits. - Blackout: The Archer can harness their own magic, imbuing an arrow with the power of darkness. When the arrow hits it's target the target then becomes blind. cooldown: 4 posts.
- Concentrate: The Archer concentrates it's abilities on the accuracy of it's bow, thus increasing the accuracy of hits. cooldown: 3 posts.
- Barrage: The Archer can shoot 3 consecutive arrows without missing a beat. cooldown: 3 posts.
- Lightning Strike: The archer can imbue the power of thunder into their arrow, shooting it and hitting a target will inflict thunder damage plus physical damage. cooldown: 4 posts.
- Water Strike: The archer can imbue the power of water into their arrow, shooting and hitting a target will inflict water damage plus physical damage.
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Last Edit: Apr 7, 2014 15:53:29 GMT by Marigold
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