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Final Fantasy: Chronicles Of Odin

Races and Classes

a part of “Final Fantasy: Chronicles Of Odin”, a fictional universe by Sonicx00.

Time of peace comes to an end for Celnaria once more as the threat returns. Eight adventurers will become the hero of this age... yet the path will not be easy...

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Final Fantasy: Chronicles Of Odin”.
Discussions pertaining to roleplay on RPG.

Races and Classes

Tips: 0.00 INK Postby Sonicx00 on Wed Apr 10, 2013 12:22 am

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Female Available Only

Also known as Humes. On any given world, Humans will inevitably be the dominant race; wildly diverse and infinitely tenacious, their ability to make a home in even the most inhospitable of environments has made them the standard against which all other races are measured.

The humes in Celnaria are becoming quite a dominant race being lords of Alexander and holding the capital of Garrom has brought a little more power to them. They relatively are spread out due to their habitat preference of any. They are as you can see the most balance in all races,

Typical Height: 1.6 – 1.8m (Male) / 1.5 – 1.7m (Female)
Typical Weight: 80 – 97kg (Male) / 73 – 94kg (Female)
Hair Colors: Blond, black, brown, red, white
Eye Colors: Green, brown, blue
Habitats: Any
Lifespan: 60 – 80 years
Young - 6 – 10 years
Average - 18 – 25 years
Old - 60 – 70 years

Racial Maximums
Strength:10
Vitality:10
Agility:10
Speed:10
Magic:10
Spirit10

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Known as the Elvaan in their own language, these tough humanoids are an old and dying race; on many worlds, Elves are already extinct, leaving only a legacy of finely-crafted artifacts and fairy tales. Yet it is the Elves themselves that bear the ultimate responsibility for this tragedy, for the fierce arrogance and natural ennui, the bitter civil wars and protracted conflicts with other races that become their downfall in due time. Though they resemble humans, Elves are taller and more robust, with long necks and oval faces. Their skins are darker than the average human’s, ranging from light tan to a bronze or copper color. Their best-known features, however, are their pointed ears, which protrude from their heads at lengths between fifteen and twenty centimeters.

Although it explains elves to be going extinct the description, it is more-so in Celnaria that they have lost a lot of power they once had in the continent although it is relatively not the case that they want it back. They are a proud race much like the humans to where they can enjoy themselves anywhere. Being a warrior race they strive to protect their land from harm at any given moment. They are mostly seen in their own capital yet they have expanded any are seen in every nation including the grand duchy of Alexander.

Typical Height: 1.8 – 2.1m (Male) / 1.7 – 2.0m (Female)
Typical Weight: 80 – 97kg (Male) / 71 – 80kg (Female)
Hair Colors: Blond, black, gray, red
Eye Colors: Gray, green, brown
Habitats: Any
Lifespan: 100 – 120 years
Young - 12 – 18 years
Average - 28 – 40 years
Old - 80 – 100 years

Racial Maximums
Strength:13
Vitality:13
Agility:7
Speed:9
Magic:7
Spirit11


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Female Available Only

The heavyset Roegadyn are consummate craftsmen; despite a brutish outward appearance, they are not stupid by any stretch of the imagination, excelling in mining, metalwork and other matters of engineering. Their physical characteristics are an odd mixture of animal influences; smooth and greenish-gray skin with their expressive faces are entirely ursine.

This race was not talked about in the history because they did not hold a lot of social statuses. They were always proud members of Ahn'veria and Garrom but less towards the Vidarian lifestyle due to the fact it was moreso less industrial and focused in war. They enjoy peace yet they also strive to be useful in the world. After the first civil war of Ahn'veria many went to Garrom which is where most reside until Alexander was established. Most of these hulking humanoids work as soldiers.. it is very rare to see one among Vidaria and even more-so as a mage type.

Typical Height: 2.5 – 2.8m
Typical Weight: 160 – 220kg
Hair Colors: Black, brown, gray, red
Eye Colors: Blue, green, brown
Habitats: Deserts, Cities, Underground
Lifespan: 100 – 140 years
Young - 16 – 20 years
Average - 30 – 60 years
Old - 90 – 120 years

Racial Maximums
Strength:15
Vitality:15
Agility:7
Speed:8
Magic:8
Spirit7

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A hardy race of feline savage, natural-born hunters with refined senses and graceful natures. Unlike the Varg or Ronso, Miqo'te resemble humans with animal characteristics rather than vice versa; their ears, eyes, noses, and tails are cat-like, but their bodies are smooth-skinned and entirely human in proportion. This race dresses lightly to combat the heat, preferring bright, colorful fabrics. Face-paint and tattoos, marks of status. Even Miqo'te living in more ‘civilized’ countries use these decorative devices; though their society evolves from day to day, some traditions die hard.

A common race you see in Vidaria, there description up top fits them yet in nations outside of Vidaria including Alexander some of their life styles have changed due to being around the other races. As has it been since Audviere's visit in Vidaria as well. It is extremely noticeable that their clothing is more natural then their traditions which has ceased yet you will find some that follow it.

Typical Height: 1.4 – 1.6m (Male) / 1.5 – 1.7m (Female)
Typical Weight: 55 – 75kg (Male) / 50 – 65kg (Female)
Hair Colors: White, gray, brown, purple
Eye Colors: Gray, green, brown
Habitats: Jungles, Forests, Coasts
Lifespan: 40 – 60 years
Young - 5 – 7 years
Average - 14 – 22 years
Old - 35 – 40 years

Racial Maximums
Strength:9
Vitality:9
Agility:12
Speed:12
Magic:9
Spirit9

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Male Available Only

A diminutive race of magically active beings. The Tarutaru – ‘Taru’ for short – are characterized by babyish faces, large eyes, pronounced Elfin ears and bear-like features. Their bodily proportions are equivalent to those of human children, with large heads atop a pudgy, short-limbed body, a combination that appears utterly harmless up until the point the fireballs start flying. Some speculate the small creatures' mastery of magic is a kind of acquired survival trait; lacking the endurance and strength to be serious warriors, they have little else to protect themselves from the dangers of the world. For their part, the Tarutaru call it a mark of divine favor, proof that some higher power is watching out for them.

Yet another race that is common among Vidaria yet is seen everywhere. Their description also follows they are the opposite to Roegadyn when it comes to being seen as a warrior on the field. It is rare... they have been know to make excellent thieves.

Typical Height: 0.8 – 1.0m (Male / Female)
Typical Weight: 34 – 38kg (Male) / 32 – 36kg (Female)
Hair Colors: Brown, blond, red, blue, grey, green, purple
Eye Colors: Brown, blue, multi-colored
Habitats: Forests
Lifespan: 20 – 40 years
Young - 4 – 6 years
Average - 10 – 15 years
Old - 30 – 35 years

Racial Maximums
Strength:8
Vitality:7
Agility:9
Speed:11
Magic:12
Spirit15

Skill
Due to their diminutive size, Tarutaru gain a +5 Racial Modifier on Stealth checks and Attribute Checks in situations where their small stature is beneficial.

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Male Available Only (Reserved)

Smaller and slighter than humans, Creimire trace their ancestry back to rats and mice, a fact made readily apparent by their physical appearance; at first glance, an unkind observer would be tempted to dismiss them as vermin who’ve mastered the art of walking upright. Closer inspection reveals a few key differences, however. Creimire teeth are sharp, but lack the elongated incisors so typical of most rodents; their skin is smooth and almost entirely hairless, and tends to be gray or brown in coloration. Though they retain the sensitive snounts of their ancestors, Creimire do not sport whiskers; their ears are large and upraised, giving them a certain rabbit-like air. In combat, they are more likely to rely on their hearing than their relatively weak eyesight, a fact that gives them an edge in dark and confined quarters. Unusual too are their double-jointed legs and wide feet, both of which are capable of absorbing tremendous kinetic energy; with training, Creimire can leap distances nearly three to four times higher and wider than their human counterparts and survive substantial drops with almost no ill effects.

A big deal for Criemiere that anyone who wants be one must remember that the race has no kingdom anymore and has divided to other areas/nations. They only hold rumors of what happened and try to preserve the history that they do know. Much of their history is stored in Vidaria and most Viera know of the disaster that happened 150 years ago IF they were alive. The cremieres have adapted to the lifestyles that Celnaria has and tradition has been lost. Further more common tongue is highly know by these creatures.

Typical Height: 1.5 – 1.7m (Male/Female)
Typical Weight: 65 – 91kg (Male) / 60 – 83kg (Female)
Hair Colors: Blonde, brown, gray, white, black
Eye Colors: Gray, green, brown
Habitats: Forests, Mountains, Underground
Lifespan: 40 – 50 years
Young - 4 – 6 years
Average - 14 – 22 years
Old - 35 – 40 years

Racial Maximums
Strength:8
Vitality:10
Agility:13
Speed:11
Magic:9
Spirit8

Skill
Double-Jointed Legs
Thanks to the structure of their legs, Creimire can jump further and survive greater falls than other races. Creimire gain a +5 Racial Modifier on any Acrobatics and Climbing checks where these abilities are beneficial.

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Male Available Only

The enigmatic Viera are slender, silver-haired forest-dwellers, almost physically identical to humans save for a few notable differences. The most prominent of these is also the most visible: the large rabbit-like ears that protrude from the top of a Viera's head, granting them hearing keen enough to hear the voices of spirits, of nature itself. Combined with unusually sharp vision, this allows the Viera to track movement as far as away as ten kilometers with unerring accuracy a feat most other races can only dream of. Other distinctive features include limber legs, long fingers, and three-toed, pawlike feet with an arch large enough to make high-heeled shoes an orthopedic necessity. Viera skin colors can range from tan to brown, depending on species; the 'pure-blooded' Veena Viera have light brown skin, while the Rava Viera are darker in coloration.

The viera are the oldest living race said to be here thousands of years before the other races colonized on the continent. They hold the most information of their own lands yet they had no true meaning to ever go beyond their borders which is why at most they were questioning life styles. Most viera are kind yet since time has changed gradually for them and now they're integrated with the other six races... they have been seen to have a more diversed personality then the traditional Vieras. It can be noted that most prefer to stay inside Vidaria still yet as many of our races have done.. some have gone to many other kingdoms and others even managed to start adventuring beyond nation borders.

Typical Height: 1.6 – 1.8m (Male/Female, excluding ears)
Typical Weight: 70 – 90kg (Male/Female)
Hair Colors: Universally silver
Eye Colors: Red, green, blue
Habitats: Forests
Lifespan: 220 – 240 years
Young - 8 – 15 years
Average - 40 – 130 years
Old - 180 – 200 years

Racial Maximums
Strength:11
Vitality:10
Agility:10
Speed:12
Magic:10
Spirit7

Trait: As every Trait... You must communicate with me personally before you write the post with my approval in addition to see the outcome from using it.

Child of the Forest
Effect: Viera have a close relationship with their native woods, and are at a significant advantage when in their 'home turf.'

a Viera character can communicate with the woods to locate any other Viera native to the forest, even if they are not currently in the area. Locations obtained in this manner will be vague rather than direct (“Esle has passed through the cold mountains into the rift of ancient battle.”) and may require interpretation to be of any use to the party. Alternately, the Viera can find the exact location of any and all non-Viera life forms currently within the forest, as well as ones that have recently passed through the woods. This effect should be limited to Viera who have recently left their forest, and not be available to long-term exiles.


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These will be place holders so you know what classes as general to expect... I will work on this tomorrow...

Warrior Types


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Archers are master bowmen, capable of channeling immense powers through the arrows they fire. Where others believe in brute strength, the Archer's forte lies in precision and discretion. Schooled as snipers, hunters, and rangers, most Archers learn to work independently early on in their careers. This gives them the flexibility needed to set up targets of opportunity, firing from unexpected quarters with every intention of making the first shot the final one. Whether the quarry in question is monster, animal, or human is immaterial; once a target has been committed to, the Archer's only concern is its swift and efficient elimination. All of this encourages a patient, cool-headed, even ruthless breed of person; only in a state of absolute calm can the Archer's true potential unfold.

HP Die: Roll two die and add them.. the max you can have is 10. Anything above is counted as a 5.
MP Die: n/a
Weapons: Bows, Crossbows, Rifles
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Wilderness

Job Maximums
Strength: 15
Vitality: 10
Agility: 15
Speed: 10
Magic: 5
Spirit 5

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Taken

Also known as Dragon Knights, Dragoons trace their lineage back to an ancient order of dragon-riders renowned for their skill in aerial combat. Their chosen mount, the Wind Drake, was a small, agile dragon capable of flying at great speeds and executing devastating dive-bomb attacks that literally crashed into opponents from on high, turning the Dragoons’ reinforced lances into armor-splitting projectiles. However, times have changed, and the Dragoons’ mounts are only a distant memory. To compensate, Dragoons have learned to harness the powers of their predecessors’ long-dead companions, channeling the Dragon Spirit through their bodies to recreate techniques and attacks of old.

HP Die: Roll two die and add them.. the max you can have is 10. Anything above is counted as a 5.
MP Die: n/a
Weapons: Polearms
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon

Job Maximums
Strength: 15
Vitality: 12
Agility: 10
Speed: 10
Magic: 8
Spirit 5

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Taken

The Fighter is the warrior in its purest form, embodying the soldiers, mercenaries, adventurers, and wanderers who make their living by the sword and gather their craft from bitter experience. Other warriors spend their lives perfecting a single technique or honing their talents in a particular type of weapon; Fighters merely learn to survive, picking up every trick and tactic they can. Though their attacks lack the finesse and flash of the other professions, the Fighter’s broad focus makes her a formidable presence.

HP Die: Roll two die and add them.. the max you can have is 12,
MP Die: n/a
Weapons: Axes, Boomerangs, Bows, Claws, Crossbows, Flails, Gloves,
Greatswords, Knives, Katana, Light Swords, Ninja Blades, Polearms,
Rods, Staves, Swallows, Swords
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon

Job Maximums
Strength: 15
Vitality: 15
Agility: 10
Speed: 10
Magic: 5
Spirit 5

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Stoic and powerful, the Knight is a master of heavy arms, trained from early on to move freely in mail and plate in places where battle rages the fiercest. The armor, however, masks a deeper steeling in the soul – a true Knight is a universal symbol of guardianship, embodying all the impenetrability of a fortress, the unbending will of a general, and the destructive force of a mighty siege engine. For those he protects, the Knight would move heaven and earth in the name of duty; for those who oppose him, death is meted out with
swift and clinical precision. Not every Knight is a shining beacon of virtue; there are those who have lost their faith and purpose, who have strayed from the path and into corruption. But at their core, even these wayward spirits have a firmness of character that most
warriors could never equal.

HP Die: Roll two die and add them.. the max you can have is 10. Anything above is counted as a 5.
MP Die: n/a
Weapons: Axes, Flails, Gloves, Greatswords, Knives, Polearms,
Swords
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon

Job Maximums
Strength: 15
Vitality: 15
Agility: 10
Speed: 10
Magic: 5
Spirit 5

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Taken

The Fencer is the wind. While easily mistaken for any other fighter from a distance, the Fencer is a completely different beast. Weaving and dodging between foes, theirs is a mobility that the average warrior struggles to match; their weapons are as much the style and grace they bring to the battle as the weapons they carry. To accommodate this, Fencers favor fast arms such as rapiers and foils and eschew heavier, more cumbersome armor in combat, relying on reflexes and panache to see them through.

HP Die: Roll two die and add them.. the max you can have is 10. Anything above is counted as a 5.
MP Die: n/a
Weapons: Knives, Light Swords, Swords
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon

Job Maximums
Strength: 10
Vitality: 10
Agility: 15
Speed: 15
Magic: 5
Spirit 5

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Taken

Monks are masters of unarmed combat, fighting with skills formed by years of hard exercise and rigorous training. Unlike other warriors, Monks are as deadly empty-handed as armed, wreaking havoc on their opponents with feet, fists and any other part of their body they can throw into an attack. However, these talents require the Monk to remain unencumbered, making heavy armor more of a hindrance than a benefit. An experienced Monk thus learns to rely on their own fortitude more than any piece of protective gear.
There are other tradeoffs as well – the Monk’s hermetic lifestyle, with its emphasis on simple living and a regimen of demanding, repetitive exercises, takes its toll on the young and impatient. Only one in ten trainees ever ascends to true masterhood with it; the majority break off their education with only a handful of kata under their belts, culling the numbers of would-be Monks more effectively than any foe.

HP Die: Roll two die and add them.. the max you can have is 12.
MP Die: n/a
Weapons: Claws, Flails, Gloves, Staves
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon

Job Maximums
Strength: 15
Vitality: 15
Agility: 7
Speed: 8
Magic: 10
Spirit 5

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Samurai are tradition-bound warriors with a mystical bent. Though skilled swordsmen by training, the true secret of the Samurai's success lies in their weapon of choice: the katana. The metal of the katana entraps a nature spirit, or kami, bound to the weapon during the forging process; by learning how to free these imprisoned spirits, a Samurai also gains the ability to channel those spirits into an attack. Those who distinguish themselves through their accomplishments in battle will eventually learn to expand this talent into harnessing the power of free-roaming kami of earth and the elements into ever more devastating effects. A few have even gone beyond this, moving bare-footed over lakes on cushions of water spirits or traveling through the bitterest cold within the aegis of a swarm of fire kami. Such mastery, however, is the exception rather than the norm; Samurai with such skills are one in a thousand.

HP Die: Roll two die and add them.. the max you can have is 10. Anything above is counted as a 5.
MP Die: n/a
Weapons: Katana
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon

Job Maximums
Strength: 13
Vitality: 12
Agility: 10
Speed: 10
Magic: 10
Spirit 5

Mage Types


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Taken

Other schools of magic are capable of unleashing powerful attack spells, crippling or incapacitating opponents with the wave of a hand. Black Magic, however, makes it the raison d’etre, existing for
destruction and nothing else. Trained in the devastating power of the elements, its practitioners are a fearsome presence on any battlefield. Alone, they can blast any opponent within an inch of its life; together, they can stop armies in their tracks.

HP Die: Roll one die.
MP Die: Roll two die and add them.. the max you can have is 10. Anything above is counted as a 5.
Weapons: Bows, Knives, Rods, Staves
Accuracy Bonus: +10
Skill Points: 280

Job Maximums
Strength: 5
Vitality: 5
Agility: 10
Speed: 10
Magic: 15
Spirit 15

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Taken

White Mages are defenders of life, using their spellcraft to knit together wounded flesh or erect glittering defensive palings around their allies. Given time and experience, they can cure almost any ill, raise the fallen back to fighting strength, or even create barriers utterly impervious to physical damage. Though more patient in demeanor than the headstrong, temperamental Black Mage, White Mages are far from pacifists; in a pinch, they can summon mighty blasts of wind or boiling explosions of holy energy at the snap of a finger.

HP Die: Roll one die.
MP Die: Roll two die and add them.. the max you can have is 10. Anything above is counted as a 5.
Weapons: Bows, Staves, rods
Accuracy Bonus: +10
Skill Points: 280
Skill Aptitudes: Scholastic

Job Maximums
Strength: 5
Vitality: 5
Agility: 10
Speed: 10
Magic: 15
Spirit 15

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Taken

The Red Mage is the classic jack of all trades, a profession whose versatility stands in stark contrast to the regimented, often restrictive training of other Mage Jobs. Indeed, rather than keeping their studies confined to a single school of magic, these versatile spellcasters satisfy curiosity by dabbling in a little bit of everything:
White Magic, Black Magic, Time Magic, swordsmanship... The quintessential free spirits, Red Mages tend to dress elegantly and flamboyantly, using the romantic idealism of musketeers and swashbucklers as a template. This carries over into their choice of arms; they are particularly adept with bladed weapons, preferring to fight with rapiers, sabres and other weapons that allow them to take full advantage of the additional mobility afforded by their light armor. Though other spellcasters may find Red Mages a little too flighty for their liking, there is no denying that their palette of abilities is a potent one.

HP Die: Roll two die and add them.. the max you can have is 8. Anything above is counted as a 5.
MP Die: Roll two die and add them.. the max you can have is 8. Anything above is counted as a 5.
Weapons: Bows, Flails, Knives, Light Swords, Rods, Staves, Swords
Accuracy Bonus: +20
Skill Points: 260

Job Maximums
Strength: 10
Vitality: 8
Agility: 10
Speed: 10
Magic: 12
Spirit 10

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The Summoner's allies have names as varied as their natures. Summoned Monsters, Phantom Beasts, Espers, Guardian Forces, Eidolons, Aeons – all represent creatures not native to this realm of existence, born of pure magic and capable of manifesting powers that overshadow even the greatest feats of sorcery. Some Summons reside within the material world, making their homes on the highest mountains and deepest oceans; others exist solely within the realm of magic itself, all but separated from reality until a Summoner's call lures them out of their seclusion. The Summoner's power lies in her ability to communicate with these inscrutable creatures – a gift inherited rather than learned, passed down among families and tribes over centuries. Those with the Summoner’s talent are often marked by it, resulting in slight but unusual mutations; the most common of these is a distinctive unicorn-like horn sprouting from the middle of the Summoner’s
forehead, capable of carrying thoughts and emotions between her and her charges. Successful Summoners are able to alloy these natural abilities with the demeanor needed to win a Summon’s trust – and the strength needed to slash them into submission if gentle negotiation fails.

HP Die: Roll one die.
MP Die: Roll two die and add them.. the max you can have is 10. Anything above is counted as a 5.
Weapons: Bows, Flails, Knives, Rods, Staves
Accuracy Bonus: +10
Skill Points: 280
Skill Aptitudes: Scholastic

Job Maximums
Strength: 10
Vitality: 6
Agility: 10
Speed: 7
Magic: 12
Spirit 15

Adept Jobs


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Taken

Clad in all-concealing armor and striding with cool self-assurance, Dark Knights are an imposing, even sinister presence on the battlefield. Where other professions draw on chi or mana to fuel their abilities, these shadowy warriors use raw life force – by default their own, though as their experience grows, they swiftly gain the ability to leech the vitality of others to replenish their own. Though Dark Knights are not inherently evil, the almost vampiric nature of their abilities have made them the subject of intense fear and distrust for countless years. More rumors surround this Job than almost any other; some gossips claim their powers stem from a pact with a devil, others that they age each time they use their abilities, eventually dying a wizened husk once the last drop of life is spent. Understandably, most Dark Knights are happy enough to encourage these tales, even play them up by donning baroque, spike-encrusted outfits designed to strike fear into the hearts of weaker-willed opponents. Such armor is typically forged from darksteel, an alloy of iron infused with Shadow energy during its creation in order to protect the wearer from the effects of his own attacks. Indeed, darksteel is so fundamental to Dark Knights' arms and armor that the material has become almost synonymous with the Job; other professions generally shy away from darksteel equipment, lest they fall victim to the same stigma that has bedeviled this poorly-understood profession for centuries.

HP Die: Roll two die and add them.. the max you can have is 10. Anything above is counted as a 5.
MP Die: Roll one die.
Weapons: Axes, Greatswords, Knives, Light Swords, Polearms, Scythe
Swords
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon

Job Maximums
Strength: 12
Vitality: 10
Agility: 9
Speed: 8
Magic: 9
Spirit 12

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The Ninja is a warrior of shadow, combining the talents of infiltrator, spy, and assassin in a single finely-trained body. Ruthlessly independent by nature, Ninja are schooled from early on in the virtues of silent action and caution, the art of killing from a distance as well as a hair's breadth away. To do so, they make use of a wide range of tools: scrolls and powders imbued with magical properties, compact bombs for clearing away obstacles or stubborn opponents, deadly throwing stars, and much more besides. In the old days, Ninja served a feudal lord, dispatching political enemies and gathering intelligence at his behest. Today, they are more likely to be mercenaries, selling their skills out to the highest bidder. Few, if any, worry about the ethics of their actions – cold-hearted amorality is the Ninja's stock in trade, a trait that accounts for much of their power and mystique. Nor are they team players by any stretch of the imagination; they are trained to work alone and rely only on themselves in battle. But parties willing to overlook the Ninja's more selfish edges will find them to be superbly versatile combatants capable of matching – and mastering – the most overwhelming challenges.

HP Die: Roll two die and add them.. the max you can have is 8. Anything above is counted as a 5.
MP Die: Roll one die.
Weapons: Boomerangs, Claws, Flails, Katana, Knives, Ninja Blades
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Thievery

Job Maximums
Strength: 10
Vitality: 8
Agility: 12
Speed: 12
Magic: 10
Spirit 8

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The Paladin is a sacred knight, consecrated to the powers of light and dedicated to justice and virtue in their purest forms. Purged of any self-doubt and absolute in their devotion to their cause, these holy warriors form the unlikely middle ground between the White Mage’s compassion and the Knight’s fierce sense of honor. While all Paladins follow the same basic moral code, each Paladin has their own interpretation of it; some are crusaders dedicated to the extermination of evil in all its worldly forms, others focus their efforts on protecting the lives of those weaker than themselves. The one unifying factor in all is the strength of the Paladin’s own beliefs; in sheer moral conviction, few professions can hope to rival them.

HP Die: Roll two die and add them.. the max you can have is 10. Anything above is counted as a 5.
HP Die: Roll one die.
Weapons: Axes, Greatswords, Light Swords, Knives, Staves, Swords
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitudes: Weapon

Job Maximums
Strength: 12
Vitality: 13
Agility: 9
Speed: 8
Magic: 8
Spirit 10

Expert Jobs

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There are those would say that the Bard is the very root of adventuring heroism. Certainly, warriors may aspire to be remembered in story and song, but it is Bards who write the words and pen the tunes, giving great deeds the final polish they need to enter history in proper. Though typically more at home in a rowdy pub than on a raging battlefield, Bards can be invaluable assets to any adventuring group, dazzling friend and foe alike with a repertoire that seems to tug at the very base of one's emotions. Their magic-infused songs are the culmination of years of practice and sacrifice, offering a versatility only matched by the most dedicated of mages; with a mere strum of the lute, a Bard can fire up her comrades' fighting spirits or send waves of sonic devastation ripping through the nearest enemy formation.

HP Die: Roll two die and add them.. the max you can have is 8. Anything above is counted as a 5.
MP Die: n/a
Weapons: Bows, Knives, Instruments
Armor: Armwear, Hats, Suits, Robes
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Artistic

Job Maximums
Strength: 7
Vitality: 7
Agility: 11
Speed: 11
Magic: 12
Spirit 12

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In the Chemist's world, the flask is mightier than the sword. Though rarely unarmed, a Chemist prefers to let his vials and bottles do the talking. With an extensive knowledge of herbal and alchemical lore, these adventuring academics can create an impressive variety of potions, poultices, and poisons that have effects ranging from simple wound closure to fireballs as big around as houses. While the Chemist may use magical ingredients in his concoctions, his methods are purely scientific -- the equations and proportions involved in his mixtures obey strict physical laws, and this is a matter of pride to the chemist. In a world where magic often takes center stage, it is the chemist's mission to prove to his companions -- and perhaps more
importantly, his enemies -- that while bending reality is a powerful skill, it is no match for making reality work for you.

HP Die: Roll two die and add them.. the max you can have is 8. Anything above is counted as a 5.
MP Die: n/a
Weapons: Bows, Gloves, Knives, Rifles, Staves
Armor: Armwear, Hats, Suits, Robes
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Technical

Job Maximums
Strength: 8
Vitality: 8
Agility: 12
Speed: 12
Magic: 12
Spirit 8

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Though these days their name tends to conjure visions of perfumed fops and bar-room wenches, the Dancer's profession has a long and sacred history. In distant antiquity, priestesses and temple dancers summoned divine power through the movements of their bodies, yoking sun, tide, life, and death in elaborate and carefully choreographed ceremonies. The best of their number dedicated their lives to the art, beginning their training at an early age and performing until age began to dull their flexibility; at this stage, they would retreat behind the scenes, guiding their successors' careers in turn. In time the old religions fell out of favor, but the power within those ceremonies lived on, harnessed by a new generation of practitioners. Though a few still practice the traditional ways, today's Dancers are by and large removed from their roots, using their skills to sow discord rather than call for divine favor. One thing, however, has not changed: the profession remains primarily female dominated. The reasons for this are as much biological as cultural – few males can muster the intense agility and grace required to successfully execute the most complex dances; fewer still have the cool needed to overcome the deep-seated ridicule male Dancers will inevitably face for their career choice.

Job Maximums
Strength: 10
Vitality: 5
Agility: 14
Speed: 14
Magic: 9
Spirit 8

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Drills, robots, airships – the Engineer's mechanical wizardry conjures any number of miracles from bolts, oil, and a little ingenuity. Though their talents extend to all machines great and small, Engineers channel most of their energy into bewildering inventions they seem to spend every spare moment refining, building, and
designing. Unpredictable at best, these devices are just as likely to spit out smoke as searing death, but every failure only seems to redouble the Engineer’s determination – and any success more than makes up for the embarrassing malfunctions along the way.

HP Die: Roll two die and add them.. the max you can have is 8. Anything above is counted as a 5.
MP Die: n/a
Weapons: Crossbows, Claws, Gloves, Light Swords, Swords,
Polearms, Rifles
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Technical

Job Maximums
Strength: 13
Vitality: 10
Agility: 13
Speed: 8
Magic: 10
Spirit 6

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To the Gambler, all of life's a game – and the only way to win is to ante up. Masters of chance, Gamblers crave excitement on almost primal level, chasing risks and payoffs through back-alley dice pools, high-stakes poker games, and monster-infested dungeons with scarcely a thought to their own safety. Parties looking for steady, predictable comrades will not find much to like in the Gambler's brash manner; if anything, they are the archetypical loose cannon, ready to plunge into danger at a moment's notice or stake an entire kingdom on the throw of the dice.

HP Die: Roll two die and add them.. the max you can have is 8. Anything above is counted as a 5.
MP Die: n/a
Weapons: Boomerangs, Crossbows, Gloves, Knives, Light Swords
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Thievery

Job Maximums
Strength: 8
Vitality: 8
Agility: 10
Speed: 12
Magic: 12
Spirit 10

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Taken

Demagogues, peacekeepers, diplomats, con men – men and women with the Mediator’s talents can be found in all walks of life, practicing the arts of silver tongue and careful suggestion as meticulously as a warrior would his swordsmanship. Though Mediators can put up a fair fight in battle, their strength lies not in arms, but in their ability to manipulate others into doing their bidding; with little more than the right word at the right time, an Mediator can accomplish almost anything. Keenly intelligent and meticulously logical, the average Mediator may seem a poor fit for a wandering band of rough-and-tumble adventurers. However, those honeyed words reach further than mere fireballs and flashing blades; given a chance, the Mediator's
talents can open doors in many places or sow the seeds of confusion on the battlefield on an unimagined scale.

HP Die: Roll two die and add them.. the max you can have is 8. Anything above is counted as a 5.
MP Die: n/a
Weapons: Knives, Flails, Instruments, Rifles, Axe, Staff
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Social

Job Maximums
Strength: 8
Vitality: 8
Agility: 12
Speed: 10
Magic: 10
Spirit 12

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The Thief is something of an enigma. Where most heroes uphold the law, the Thief openly flouts it. Her skills are invaluable when infiltrating an enemy fortress or retrieving priceless artifacts from talentless brigands, but for some reason that argument never holds up when she's caught "practicing," whether she's been picking pockets or climbing out of a second-floor window with a sack full of silver. Even if she restricts her kleptophilia to adventuring pursuits, the Thief is largely disrespected, but she doesn't let it get her down. Even Paladins come running to her at the first sign of a trap or complex lock. She may not have the reflexes of the Ninja or the mechanical expertise of the Engineer, but she's got what she's got, and she's damn good at using it. For most adventuring Thieves, it's not about the money, but the challenge. Anyone can get rich by staying in the city, but no one today makes traps like the ones in the ancient ruins, and no one uses puzzle locks anymore. Who wants a sack of gold when she could decorate her pad with an emerald the size of her fist? The lack of motivation shown by her domestic brethren is enough to make a grown Thief cry! The Thief's best weapon is her attitude. When the excrement strikes the windmill, no one remains as calm as the thief. She may let fly with a storm of curses, or cry a few crocodile tears to throw off her enemies (or even her allies), but deep down inside the Thief knows she can handle whatever life throws at her. She's lived through most of it, and what she hasn't seen doesn't scare her. When the Thief does get shaken, it's a pretty good sign that things are about to take a turn for the ugly.

HP Die: Roll two die and add them.. the max you can have is 8. Anything above is counted as a 5.
MP Die: n/a
Weapons: Boomerangs, Light Swords, Knives, Ninja Blades, Swallows
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitudes: Thievery

Job Maximums
Strength: 8
Vitality: 8
Agility: 13
Speed: 15
Magic: 8
Spirit 8

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Sonicx00
Member for 12 years
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Re: Races and Classes

Tips: 0.00 INK Postby Sonicx00 on Tue May 07, 2013 8:44 pm

The weeks are up for the posting to be updated there for here is an updated list of what is available... We're currently not accepting anyone except those whom we know (Granted those we invite should know that this is an ongoing RP and must follow up with it).

So relatively there are 4 "Closed" slots left

Races Available:

Human Female
Miqo'te Female
Miqo'te Male
Tarutaru Male
Viera Male

Classes Available:

- Archer
- Fighter
- Samurai

- Summoner

- Ninja
- Paladin

- Bard
- Chemist
- Dancer
- Engineer
- Gambler
- Thief

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Sonicx00
Member for 12 years
Promethean Conversation Starter Author Inspiration Conversationalist Novelist Lifegiver

Re: Races and Classes

Tips: 0.00 INK Postby Sonicx00 on Sun Aug 25, 2013 3:01 pm

We're currently opening to slots to the public only bringing in the best and dedicated RPers due to the fact we have gone down hill in posting time and a bit of unknown inactivity. Its understandable life gets in the way but when you don't say anything - there isn't too much I can do about it and I personally would love to complete this story so…

A note to Igari: If you want to pick up Tyron, he's up for adoption. It may be easier to just grab his character if you think you can RP it.

Races Available:

Human Female
Miqo'te Female
Tarutaru Male
Viera Male

Classes Available:

- Archer
- Fencer
- Fighter
- Samurai

- Summoner

- Ninja
- Paladin

- Bard
- Chemist
- Mediator
- Dancer
- Engineer
- Gambler
- Thief

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User avatar
Sonicx00
Member for 12 years
Promethean Conversation Starter Author Inspiration Conversationalist Novelist Lifegiver


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