11-13-2007, 04:57 PM | #1 | |
Blue Psychic, Programmer
Join Date: Feb 2007
Location: Home!
Posts: 8,814
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What the heck is a [your class here], anyway?
I've come across a few members, myself included, who define themselves as something not within general acceptance. This, of course, leads to the question of just what the heck it means.
So, what this thread is for is: - Asking members just what the heck their classes entail. - Volunteering what one's class entails. So, I'll start, I guess. Blue Psychic: Similar to the famed Blue Mage class, a Blue Psychic has no spells of his or her own. They must be learned through direct experience, i.e. being hit by them. However, a Blue Psychic is distinct in that the transfer is a bit shaky, with deviations from Blue Magic including: - Any given effect will be totally absorbed once and only once, allowing certain survival of the first hit. - A given spell may or may not be learned, even when absorbed. - When hit by a spell effect, a related, but not identical spell, may be learned as a result in a "vaccine effect." - Spells may also be learned via natural occurrences, items, conventional teaching, or other forms of "inspiration." - Being Psychic-class means they often have innate abilities within or outside of other magical classes, costing appropriate amounts of energy, but no components. Blue Psychics are marked by the strong wills required to forcibly bend reality without ritual and very poor luck. Their intelligence tends to be high, while their charisma is often low, leading to being ignored, even when right, similar to Cassandra from Greek myth. They also have decent physical statistics to compensate their lack of spells but tend towards diminished physical and magical defense in compensation. HP is above par for mages, while MP is generally on par. All stats are subject to variation, depending on the Blue Psychic's individual power, natural physical ability, and training. Equipment generally includes light clothing and any weapon of the Staff, Sword, Rod, Spear, or Thrown variety. Have at it!
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11-13-2007, 05:46 PM | #2 |
BEARD IMPACT
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Heh. Heheh. MUWAHAHAHAH!
Oh, right. Class. Umm... Class: Lord of Assassin Similar to a thief, the assassin works under cover of night and shadows. Although, the assassin's trade is a bit more murderous than a thief's trade... - The Assassin gains a ten-percent bonus to all hide in shadows checks and move silently checks. However, he suffers a twenty-percent penalty in pickpocket checks. - The Assassin can place a wider variety of traps to ensnare or kill his opponents as compared to the thief. These include: Bow and Arrow traps, Spike traps, Explosion traps, and Time traps. Each one does an increasing amount of damage over a wider area, except for the Time trap, which literally stops time itself for everyone else except the assassin, giving him a few moments to move around with ease. - The Assassin can learn to scribe scrolls, gaining one random scroll each day. - The Assassin can learn to craft potions, also gaining one random potion each day. - The Assassin can learn the skill Use Any Item. This grants him the ability to literally use any item, regardless of person-only modifiers, strength modifiers, class modifiers, alignment modifiers, or race modifiers. This does not mean that he can scribe scrolls into a mage book, as in order to do that, he would have to be a mage. It does mean he can use the scrolls he scribes as though he were an equal-level mage or cleric. -The Assassin's backstab goes up two more modifiers than the thief's, raising it to times seven for a successful backstab as compared to the traditional times five. Assassins are usually characterized by their disregard for human life when coinage is involved. In fact, the assassin realizes the value of all life, which is why his prices are usually so high. They have the same HP as a normal thief would, which is why he usually only takes one job at a time. They almost always have a backup plan in case their first plan of action fails. That is, of course, assuming that they have enough intelligence to even formulate the concept of a plan... Traditional equipment is a short sword or katana, with a short bow or throwing knives for ranged equipment. Note, however, than when the assassin learns Use Any Item, that all predictions go right out the window and they'll just use whatever can kill you quickest. Armor is usually leather armor, but they can wear chain mail. They tend not to, cause their strength is a little on the poor side. Normally, they can't wear ANY plate armor, but once they learn Use Any Item, once again, all rules are null and void. The LORD of Assassin can summon assassins from across the globe to do his bidding if he so chooses it once a day, plus he gets a fifteen percent bonus in any kidnap person checks. He has a remarkable intelligence score, as befits him, and as such, can Bluff most people with remarkable ease, including elected officials and other thieves and assassins. He can also automatically detect any illusions or traps that may be in wait for him, and he regularly makes one evil plot a day. The only way to become the Lord of Assassin is to be an assassin and kill the current Lord of Assassin. There is, however, one drawback to being the Lord of Assassin, or ANY assassin, for that matter. Due to the amount of time they spend not coming in contact with magic except for the occasional piece of enchanted armor or weapon, they tend to develop an allergy to it later in life. They can still cast scrolls with their Use Any Item skill, and they can still be healed. However, any positive or negative 'buffs' cast on them, by themselves or others, tends to stick. Sometimes permanently, if magical aid is not used to remove it soon enough. *Picks it up and passes it on to Mauve Mage*
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ANGER HAS NEVER BEEN MORE MANLY THAN THIS.
Last edited by Thadius; 11-13-2007 at 09:44 PM. |
11-13-2007, 08:38 PM | #3 | |
So Dreamy
Join Date: Apr 2005
Location: Someplace magical
Posts: 6,863
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http://parkercomics.com/NPF/muavemagic.php?comicID=2 Long version: It's neither black nor red nor blue. More like a little bit of everything, whatever the mage in question happened to pick up/ made up off the top of her head at the moment. Mauve magic is a rather vague category, meaning it's very useful answer for when people ask you how the hell you know Hadoken now but never mentioned it before this point, when it would have been helpful ten battles ago, and why you can just make up some random spell to get yourself out of a tight spot in an RP while everyone else has to follow whatever they wrote on their sign-up sheet, and no one finds that unfair.
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11-13-2007, 08:41 PM | #4 |
Definitely NOT a samurai
Join Date: Apr 2006
Location: Location: Wherever the wind leads me
Posts: 5,347
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Y know mauve, that isn;t very helpful :stressed:
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11-13-2007, 08:54 PM | #5 |
In need of a vacation
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Umm, Drunkard...
Toper, sot, tippler, drinker. Drunkard is a term for a person who drinks hard liquors habitually. Drunkard connotes willful indulgence to excess. Inebriate is a slightly more formal term than drunkard. Dipsomaniac is the term for a person who, because of some psychological or physiological illness, has an irresistible craving for liquor. The dipsomaniac is popularly called an alcoholic. My illness is NPF.
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DFM, Demon seed of Hell who fuels its incredible power by butchering little girls and feeding on their innocence.
Demetrius, Dark clown of the netherworld, a being of incalculable debauchery and a soulless, faceless evil as old as time itself. Zilla, The chick. ~DFM Wii bishie bishie kawaii baka! ~ Fifthfiend |
11-13-2007, 09:07 PM | #6 | ||
Making it happen.
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Ooh, we've needed one of these threads. Maybe if its gets comprehensive enough it can get sticky'd for comic purposes?
Now, since there are two characters to my name, I suppose I ought to take care of 'em both. Loyal Class: Phantom Thief A term coined from Loyal's past, the Phantom Thief focuses primarily on larceny, burglary, black market dealings for his "merchandise", and general ne'er-do-welling that profits him without directly harming his targets. A direct side effect of these activities is a reputation that borders on legend. While for almost any other type of Thief this would be disastrous, the Phantom Thief actively perpetuates this because he is a Magnificent Bastard. The Phantom Thief's skill at sneaking about makes him virtually undetectable, untouchable, and invisible to those he doesn't want to interact with. Capturing or even finding him without his consent requires an outstanding level of cunning, as his reputation and affluence gives him eyes and ears everywhere. -Phantom Thieves recieve significant bonuses to Agility, Dexterity, Charisma, and Evasion -Phantom Thieves can detect and disarm traps with virtually no difficulty (In addition to usual stat bonuses). -Phantom Thieves recieve bonuses to Stealth-based abilities based directly on his Agility. -Phantom Thieves have only a x2 modifier for Backstab abilities. The reasoning behind this is that the Phantom Thief shouldn't be entering combat at all, and thus has little use for the skill. -Phantom Thieves recieve, from Charisma, significantly larger bonuses than usual to all Negotiation/Diplomacy challenges. A Phantom Thief specializes in Daggers and "flashy" or "stylish" one-handed Swords, and can wear leather normally, or Chainmail if it's part of another garment (For example, Loyal's Tunic, which is lined with chain links). Subclass: ???? I can't very well go into detail on this just yet, as that would be spoilers. Know for now that it involves Holy magic and the manipulation of Light. Nexus Class: Dark Mage Knight The training for any Mage Knight is arduous, but can lead to a very powerful and versatile warrior (FFV, anyone?). There are some who choose to take their training to the next level, by specializing themselves, and becoming an elite class of fighter. The DMK is one such example. These are warriors without compare, whose ability to destroy is unrivaled. Their mastery of their chosen element and the fluidity with which they wield their weapons in combat makes them an art to watch, and a terror to fight. -The DMK recieves slight increases to all Combat stats. -The DMK loses the ability to cast most non-Dark spells. Neutral element spells (Such as Drain or Flare) are still usable. -The DMK can cast any Dark spell he is capable of wielding (As opposed to being limited to enhancing his weapon with the element). Additionally, he recieves a significant boost to the attack power of Dark spells. -The DMK is capable of casting spells regardless of any Silence effects. The exception to this is Ritual spells. -On becoming a DMK, the person is granted automatic Excellence with a single weapon class of his choosing. -The DMK, if he can find an appropriate weapon, is granted the use of the Runic ability (Limited to Dark spells). Dark Mage Knights can use any weapon that doesn't specifically reject them (i.e. Person-specific weapons), though will usually use their chosen weapon class of Excellence. Armor options go up to Chainmail, or Plate with sufficient training. Quote:
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3DS Friend Code: 4441-8226-8387 Last edited by Loyal; 11-14-2007 at 10:41 AM. |
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11-13-2007, 09:30 PM | #7 |
lol i dont even know
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Wait, so I'm an Ostrelephant now?
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11-13-2007, 11:04 PM | #8 | ||
So Dreamy
Join Date: Apr 2005
Location: Someplace magical
Posts: 6,863
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THE WORLD MAY NEVER KNOW. Quote:
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11-14-2007, 12:33 AM | #9 |
I'm out.
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Major Blood
Class: Combat Master For reasons unknown to anyone but himself, Major Blood can pick up any weapon and be near masterful in it's use. This doesn't come without consequences though. If you want to know what these are, fegg off and wait for me to continue ToaDK. Subclass: Summoner Major Blood has also been known to show some prowess in the field of summoning. However, since mainly focuses on his melee combat his magical skill has gone un-honed and he can only summon about once every week as a result.
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11-14-2007, 12:44 AM | #10 | ||
Making it happen.
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Also, I wanna see Skyshot in here so we can answer once and for all how a Cleric gets away with thievery.
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