Latest topics | » Master ClassesThu Aug 26, 2010 11:43 am by Xuati» Time for a clean slate and another restartThu Aug 26, 2010 10:53 am by Xuati» Mayumi HanaSat Feb 06, 2010 9:57 pm by Mayumi » Jack HoldenSat Feb 06, 2010 2:41 pm by Xuati» Pretendy Fun-Time Games [Must read.]Sun Oct 25, 2009 1:02 am by Xuati» Yume [Human/Keyblade Mistress] WIPMon Oct 05, 2009 4:27 am by Yume» Janus, The Third Member to the Organization XIIISun Aug 23, 2009 10:37 am by Yume» The Crimson DevilFri Aug 21, 2009 11:54 pm by Xuati» Tiamat [Raziel's Multi-Weapon]Fri Aug 14, 2009 11:52 pm by Xuati |
Affiliates | |
|
| Template: Major Arcana (Corrupt Classes) | |
| | Author | Message |
---|
Gabriel Cruxis Admin/Keyblade Master
Posts : 9 Points : 0 Join date : 2009-02-14 Age : 35
| Subject: Template: Major Arcana (Corrupt Classes) Sat Feb 28, 2009 10:50 pm | |
| Note: Despite feminist or masculine titles, any gender can be any arcana.
Techs: Every class can start off with 2 original techs or abilities if they so desire. Every 100 posts, along with the attacks the class gives them, they can learn one more ability or tech. The exception to this would be the Fool. See that section for specific rules.
The Fool (0) Stats: Attack – 3 Defense – 3 Magick – 3 Magick Defense – 3 Speed – 3
Abilities: Starting: Shapeshift – An ability where the user can transform their body or parts of their body to whatever they wish. However, it will be corrupted from what one is used to.
100 Posts: Mimic – Can copy an attack. This version is weaker then the original attack.
100 Posts: Learn – An ability where the Fool can learn enemy attacks if struck at the moment Learn is available to them. They must survive the hit. Analysis: The Fool is the most balanced of all the classes. It excels as nothing, nor is it weak at nothing. However, the Fool, much like the Blue Mage, is capable of learning any attacks. As such, the Fool can essentially evolve into anything it wishes, provided they invest the time for it.
Notes: Every time the Fool gets 100 posts, instead of it l tech or ability it can learn, it can learn 2.
The Magician (1)
Stats: Attack – 1 Defense – 2 Magick – 5 Magick Defense – 4 Speed – 3
Abilities:
Starting: Fire – A Magick Attack that does fire damage.
Starting: Blizzard – A Magick Attack that does ice damage.
Starting: Thunder – A Magick Attack that does thunder damage.
Starting: Aero – A Magick Attack that does wind damage.
100 Posts: Fira – An Upgrade of Fire. A Magick Attack that does medium fire damage.
100 Posts: Blizzara – An Upgrade of Blizzard. A Magick Attack that does medium ice damage
100 Posts: Thundara – An Upgrade of Thunder A Magick Attack that does medium thunder damage
100 Posts: Aerora – An Upgrade of Aero. A Magick Attack that does wind medium damage.
200 Posts: Firaga – An Upgrade of Fira. A Magick Attack that does heavy fire damage
200 Posts: Blizzaga – An Upgrade of Blizzara. A Magick Attack that does heavy ice damage
200 Posts: Thundaga – An Upgrade of Thundara. A Magick attack that does heavy thunder damage.
200 Post: Aeroga – An Upgrade of Aeroga. A Magick Attack that does wind heavy damage.
Abilities: 300 posts: Geomancy – A passive ability that doubles elemental attacks.
Analysis: Despite having poor physical abilities and speed, the Magician is strong for magic based attacks and spell casting, capable of long-range massive damage. If experienced enough, Geomancy can prove to be their strongest passive ability, doubling the power of all their spells. This class is very similar to Black Mages.
The Priestess (II) Stats: Attack – 1 Defense – 2 Magick – 4 Magick Defense –5 Speed – 3
Attacks: Starting: Telekinesis- This ability allows the Priestess to move objects with their mind.
100 Posts: Mazer Eye- Does long distance physical damage at opponents.
100 Posts: Psycho Bomb – A powerful psychic energy explosive attack.
200 Posts: Teleportation – An ability where the user can teleport around the field.
300 Posts: Brain Storm – An ability that has a 50% chance of inflicting silence and confusion on enemies.
Abilities:
Starting: Scan- This ability allows the Priestess to detect life forms, attacks, etc.
Starting: Guidance- Allows the Priestess to communicate with other Corrupt via telepathy.
Analysis: The Priestess is known for having support abilities. Not only does it function as a scout, but the psychic abilities can also prove to be very strong. However, they are very fragile to physical abilities, which is why their status as support units is important. This class resembles that of Psychics.
The Empress (III)
Stats: Attack – 1 Defense – 2 Magick –5 Magick Defense – 4 Speed – 3
Attacks:
Starting: Summon Corrupt Alpha – Gives them the ability to summon Level 1 Corrupt from 0-XII Arcana.
Starting: Summon Special Corrupt – Allows user to develop a special corrupt in order to summon them. Every 100 posts you will be able to create your own individual Corrupt.
100 Posts: Summon Corrupt Beta – Gives the ability to summon Level 1 Corrupt from XIII-XX Arcana.
Analysis: The Empress, much like the Summoner class, must summon corrupt to her aid. While she lacks any real skills of her own, she can develop her own special summons with time. Definitely needs support, but that’s why she summons others to help her in combat.
The Emperor (IV)
Stats: Attack – 4 Defense – 3 Magick – 2 Magick Defense – 3 Speed – 3
Abilities: Starting: Warcry – Strengthens the user and allies.
Starting: Armor Crush – An energy sword pillar aimed at the body. Can temporarily shatter and crush armor.
100 Posts: Helm Crush – An energy sword pillar aimed at the head. Can temporarily shatter any defensive headwear.
200 Posts: Weapon Crush – An energy sword pillar aimed at the arm. Can temporarily shatter any weaponry.
300 Posts: Accessory Crush – An energy sword pillar aimed at an accessory. By passes any abilities this accessory might give and temporarily disables it.
Analysis: A slow yet powerful class that specializes in using brute strength to distort and shatter weaponry, armor, helmets, and accessories. When these items are “shattered,” they are no longer available to the user. However, after 2 posts, these items will reform to the user who lost them. The Emperor specializes in crushing any weapons, allowing its allies to hopefully finish the opponent off quickly before the items can reform. It is closely similar to a Job class called Divine Knight.
The Hierophant (V)
Stats: Attack – 2 Defense – 2 Magick – 4 Magick Defense – 4 Speed – 2
Attacks: Starting: Sleep – Inflicts Sleep on a target.
Starting: Drain – Drains opponent’s life.
Starting: Protect – Casts Protect on a target.
Starting: Shell – Casts Shell on a target.
100 Posts: Syphon – Drain’s opponent’s magic power, giving the user strengthen magic while the target has weaker magic until they regenerate it.
100 Posts: Blind – Inflicts Blind on a target.
200 Posts: Poison – Inflicts Poison on a target.
250 Posts: Shellga – Upgrade of Shell. Casts Shell on all allies.
250 Posts: Protectga – Upgrade of Protect. Casts Protect on all allies.
Abilities: 300 Posts: Spellbound – A passive ability that causes buffs and debuffs to 2 extra turns longer.
Analysis: The Heirophant functions much like a Green Mage. It specializes in casting debuffs and buffs, allowing it to indirectly attack opponents. However, as an offensive unit, you won’t find much here unless you develop techniques to give it such. It is great as a support unit.
The Lovers (VI)
Stats: Attack – 3 Defense – 2 Magick – 2 Magick Defense – 4 Speed – 4
Attacks: Starting: Cupid- A damaging attack that has a 50% chance of inflictingCharm.
Starting: Confuse Shot- A damaging attack that has a 50% chance of inflicting Confuse.
Starting: Blackout- A damaging attack that has a 50% chance of inflicting Blind.
100 Posts: Leg Aim – Damaging attack that has a 50% chance of inflicting Immobilize.
100 Posts: Arm Aim – Damaging attack that has a 50% chance of inflicting Disable.
200 Posts: Lightning Strike – An incredibly fast projectile attack that ignores defenses.
200 Posts: Double Shot – Fires two incredibly strong projectile attacks in a row.
Abilities: 300 Posts: Concentrate – Passive Ability that increases accuracy.
Analysis: The Lovers is the best long-range user of the Corrupt. With high accuracy and speed, they can snipe at opponents, either inflicting status ailments or disabling movement and action. The only downside to them is that their defense is low, and as such, they cannot do well at close range. They are mostly akin to the Archer and Sniper, but excels at the use of any projectile based weapon.
The Chariot (VII)
Stats: Attack: 4 Defense: 3 Magick: 2 Magick Defense: 2 Speed: 4
Abilities:
Starting: Roar – A roar that weakens the defenses of the opponents.
Starting: Smite of Rage –A strike attack that has a 25% chance of inflicting random status effects. To determine this, roll 2 die. If the result is 4, 8, or 12, then roll another die. The following will be determined: 1 = Silence, 2 = Charm, 3 = Confusion, 4 = Sleep, 5 = Poison, 6 = Blind.
Starting: Beast Talk – Gives the user the ability to communicate with beasts.
100 Posts: Berserk – Casts Berserk on a target.
100 Posts: Ground Shaker – Shoots a physical shockwave that renders the Earth in a straight line.
200 Posts: Aura Blast – A range physical attack that does massive damage.
300 Posts: Backdraft – An intense fire attack that inflicts damage on the opponent.
Analysis: Beast-like, strong, and fast, The Chariot class is a physical class that specializes in hitting foes hard and fast. Using Magick like Berserk, The Chariot Corrupt can truly be vicious, strong, and unpredictable. Unfortunately, their magick resistance and defense are low. The Chariot is akin to Fighters/Berserkers.
The Strength (VIII)
Stats: Attack: 4 Defense: 3 Magick: 3 Magick Defense: 2 Speed: 3
Attacks:
Starting: Power Crush – A suppressing attack that does damage while lowering the target’s attack power.
Starting: Soul Crush – A suppressing attack that does damage while lowering the target’s magick power.
150 Posts: Speed Crush – A suppressing attack that does damage while lowering the target’s speed.
150 Posts: Mind Crush – A suppressing attack that does damage while lowering the target’s magick defense.
300 Posts: Over Power – A powerful physical attack that breaks through any defenses. Close range.
Abilities: Starting: Inner Strength – The more damage The Strength takes, the stronger the attacks will be.
300 Posts: Chariot Control – The Strength is special in the fact that they can summon a special Chariot based Corrupt to their aid.
Analysis: Another physical class, much like the Chariot. However, they function a bit differently. Rather than using all out attacks, Strength Corrupt prefer to debuff the opponent’s stats while attacking at the same time, much like the job class Raptor. This allows them to last longer in battle, being a risk/reward type of fighter.
The Hermit (IX)
Stats: Attack: 3 Defense: 2 Magick: 4 Magick Defense: 4 Speed: 2
Attacks:
Starting: Warp – Can change weak enemies or allies into items.
Stating: Petrify – Inflicts Petrify on a target.
100 Posts: Bio – Deals damage to enemies, and has a 50% chance of inflicting poison on them.
200 Posts: Protometeor – Sends out a massive meteor that does non-elemental damage.
300 Posts: Item Reverse – Reverses item effects. For example, a Potion would do damage rather than heal.
Abilities:
Start: Item Lore – Doubles the effectiveness of items.
200: Maintenance – Can instantly fix broken items.
Analysis: The Hermit is essentially the alchemist of the Corrupt. They have the ability to double the potency of items, as well as transmute and cause status effects to opponents. They have low speed, but it’s to compensate for the fact that their Item Reverse, once learned, can bring down even the strongest opponents with little effort.
The Wheel of Fortune (X)
Stats: Attack: 2 Defense: 2 Magick: 4 Magick Defense: 3 Speed: 4
Attacks:
Starting: Status Wheel – A roulette wheel that spins around, choosing status effects randomly. The following could occur: Sleep, Poison, Confusion, Berserk, Healing, and Petrify.
Stating: Attack Wheel – A roulette wheel that spins around, choosing how much damage an opponent might receive. The following could occur: Light, Medium, Heavy, Severe, None, Self-Inflicting (yes, as in you hurt yourself).
100 Posts: Magick Wheel – A roulette wheel that spins around, choosing one of six magick attacks: Fira, Blizzara, Thundara, Darkra, Holy, and Flare.
100 Posts: Die Attack – Rolls a large die. The higher the number, the more damage the opponent takes as it explodes.
200 Posts: Support Wheel – A roulette wheel that spins around, choosing one of six buff spells: Haste, Reflect, Protect, Shell, Faith, or Brave.
Abilities:
300 Posts: Auto-Regen – Gives the user a regeneration status.
Analysis: The Gambler of the Corrupt, the Wheel of Fortune relies on luck to deal damage to opponents. While it is very fast, and very unpredictable, it has low defenses.
Note: When gambling for attacks, use a six-sided die. 1-6 = the results listed in the order.
The Justice (XI)
Stats: Attack: 3 Defense: 3 Magick: 2 Magick Defense: 4 Speed: 3
Attacks:
Starting: Whither Blow – An attack that is dependent on how much damage the user has taken. The lower the user’s health is, the more damage it uses.
Starting: Pummel – A rapid multi-strike attack.
100 Posts: Inner Focus – A self-healing technique, in which the user restores health and removes status debuffs.
100 Posts: Dark Fist – An attack where the user consumes own health to deal great dark damage to the opponent.
200 Posts: Holy Strike – An attack where the user does great holy damage to the opponent.
200 Posts: Lifesbane – A dark attack that has a 50% chance of inflicting poison.
300 Posts: Cross Counter – An attack that can break through any defense. Close Range, and is much weaker if there is no defense to break.
Analysis: Much like the Monk class, the Justice Arcana have the ability to channel energy through their body. They have both access to light and dark attacks to maintain a balance, and are known to use their hands. However, even though they have access to great techniques, they have only average offense stat.
The Hanged-Man (XII)
Stats: Attack: 2 Defense: 2 Magick: 4 Magick Defense: 5 Speed: 2
Attacks:
Starting: Haste – Casts Haste on a target
Starting: Slow – Has a 50% chance of inflicting Slow on a target
100 Posts: Stop – Has a 50% chance of inflicting Stop on a target.
100 Posts: Undo – Undoes the actions of one turn, restoring status, health, and magic based on the last turn.
200 Posts: Hastega – Upgrade of Haste. Casts Haste on many targets.
200 Posts: Slowga – Upgrade of Slow. Has a 50% chance of inflicting Slow on many targets.
300 Posts: Stopga – Upgrade of Stop. Has a 50% chance of inflicting Stop on many targets.
Abilities:
100 Post: Levitate – Always floating.
300 Posts: Teleport – Ability to distort time and to teleport instead of normal movement. Analysis: Easily the Time Mage of the Corrupt, the Hanged Man Arcana specializes in manipulating time. They don’t have any inherent offensive attacks or abilities, but they have great support capabilities.
Last edited by Gabriel Cruxis on Fri Mar 13, 2009 2:45 pm; edited 6 times in total | |
| | | Gabriel Cruxis Admin/Keyblade Master
Posts : 9 Points : 0 Join date : 2009-02-14 Age : 35
| Subject: Re: Template: Major Arcana (Corrupt Classes) Sat Feb 28, 2009 10:50 pm | |
| The Death (XIII)
Stats: Attack: 3 Defense: 2 Magick: 3 Magick Defense: 2 Speed: 5
Attacks:
Starting: Nightmare: A dark dmg attack that has a 50% chance of inflicting sleep.
Starting: Aphonia: A dark dmg attack that has a 50% chance of inflicting silence.
100 Posts: Rockseal: A dark dmg attack that has a 50% chance of inflicting petrify.
100 Posts: Ague: A dark dmg attack that has a 50% chance of inflicting slow.
200 Posts: Shadowbind – A dark dmg attack that has a 50% chance of inflicting stop.
300 Posts: Oblivion – A dark dmg attack that causes the enemy to forget all of their abilities and attacks for 1 turn. 50% Chance.
300 Posts: Last Breath – A dark dmg attack that can inflict huge damage by suffocating the opponent using a vacuum effect.
Abilities:
300 Posts: Power Sash - Has the ability to reflect projectile attacks.
Analysis – The Death Arcana specializes in speed, stealth, and inflicting status ailments to the opponents, much like a Ninja or Assassin. While they have average attack and magic attack, as well as below average defenses, their speed is amazingly high. They may not be able to take hits, but they can truly be dangerous if underestimated.
The Temperance (XIV)
Stats: Attack: 1 Defense: 1 Magick: 5 Magick Defense: 5 Speed: 3 Attacks:
Starting: Cure – Heals a small amount to target.
Starting: Esuna – Heals status ailment.
100 Posts: Regen – Cast regeneration on a target.
100 Posts: Cura – Upgrade of Cure. Heals a medium amount to a party.
100 Posts: Astra – Prevents status ailment. Wears off when hit with status ailment.
200 Posts: Curaga – Upgrade of Cura. Heals a massive amount to a party
200 Posts: Raise – Restores a fallen ally.
300 Posts: Re-Raise – Restores a fallen ally when the moment they are knocked out. Can only be used once.
Abilities:
150 Posts: Auto-Regen – Casts regeneration on self once taken hit.
300 Posts: MP Turbo – Spends more magic energy to double power of spells.
Analysis – Temperance is a healing support unit. With the powers similar to a white mage, they specialize in keeping units alive. Even though they do not have any offensive spells, should they learn any, then MP Turbo will make the attack truly outstanding. They are rather fragile though, so always keep at a distance.
The Devil (XV)
Attack: 4 Defense: 2 Magick: 4 Magick Defense: 3 Speed: 2
Attacks:
Starting: Dark – Does dark elemental Damage.
Starting: Confuse – Inflicts Confusion on a target.
100 Posts: Darkra – Upgrade of Dark. Does medium dark elemental Damage.
100 Posts: Berserk – Inflicts Berserk on a target.
200 Posts: Darkga – Upgrade of Darkra. Deals heavy dark elemental damage.
200 Posts: Reverse – Casts Reverse on a target.
300 Posts: Ardor – Casts a powerful dark fire spell that causes a massive explosion.
Analysis: A user of Arcane Magick, the Death Arcana is similar to that of the Arcanist. It specializes in casting dark damage while using status effects that can affect judgment. It’s notable for having high offensive stats, but it has below average speed.
The Tower (XVI)
Stats: Attack: 5 Defense: 1 Magick: 5 Magick Defense: 1 Speed: 3
Attacks:
Starting: Sanguine Sword – An energy sword pillar that absorbs life using the power of darkness.
100 Posts: Infernal Strike – An energy sword pillar that absorbs magic using the power of darkness.
100 Posts: Crushing Blow – A powerful explosion attack. Inflicts stop.
200 Posts: Abyssal Blade – Consumes 20% of life to cast a powerful sword attack that can hit a huge area.
300 Posts: Unholy Sacrifice – Consumes 30% of life to create a massive shockwave that hits around the user.
Abilities:
Starting: Souleater – Causes the user to spend 10% of life every time they attack normally. In exchange, normal attacks deal double damage.
300 Posts: HP Plus – Gives the user a boost in life.
The Star (XVII)
Stats: Attack: 2 Defense: 2 Magick: 4 Magick Defense: 3 Speed: 4
Attacks:
Starting: Comet – Deals medium non-elemental damage to one target by sending a comet.
100 Posts: Flare – Deals great non-elemental damage to one target by creating an explosion.
100 Posts: Meteor – Upgrade from Comet. Deals great non-elemental damage to an area by sending a meteor.
200 Posts: Scathe – Deals massive non-elemental damage by shooting a scathing light in a straight line.
200 Posts: Gigaflare – Upgrade from Flare. Deals massive non-elemental damage in an area.
300 Posts: Ultima – Casts the strongest non-elemental attack in the form of a huge explosion. Must charge a turn before use.
Analysis: Much like the Sage class, this Arcana has access to very powerful non-elemental magic. Upon having great speed and great magick growths, the Star can definitely be a force to be reckoned with. However, compared to other classes, they don’t have too many options in attack choices, and they also have below average offense and defense.
The Moon (XVIII)
Stats: Attack: 2 Defense: 4 Magick: 4 Magick Defense: 3 Speed: 2
Starting: Gravity – Does 25% of damage to the opponent current health. If target is airborne, deals 10% more damage and grounds them. This attack can never kill.
Starting: Float – Casts float on target.
100 Posts: Gravira – Upgrade of Gravity. Does 33% of damage to the opponent’s current health. If target is airborne, deals 10% more damage and grounds them. This attack can never kill.
100 Posts: Reflect – Casts Reflect on a target.
200 Posts: Immobilize – Casts Immobilize on a target.
200 Posts: Graviga – Upgrade of Gravira. Deals 50% of damage to the opponent’s current health. If target is airborne, deals 10% more damage and grounds them. This attack can never kill.
300 Posts: Balance – Deals damage base on the user’s current life. The more damage the user took, the more the opponent will take.
300 Posts: Reflectga – Upgrade of Reflect. Casts Reflect on several targets.
Abilities:
Starting: Levitate – Always floating.
Analysis: Much like the Time Mage and the Hanged Man, the Moon uses time magick. However, where as the Hanged Man manipulates time itself, the Moon manipulates space with its gravity spells. It may be slow, but it has the ability to take off chunks of the opponent’s health relatively easy. The only problem it might have is following up as gravity spells can’t kill.
The Sun (XIX)
Stats: Attack: 3 Defense: 3 Magick: 3 Magick Defense: 4 Speed: 2
Attacks:
Starting: Prominence – Casts medium fire damage on all enemies.
Starting: Tempest – Casts medium thunder damage on all enemies.
100 Posts: Freezeblink – Casts medium ice damage on all enemies.
100 Posts: Wild Tornado –Casts medium wind damage on all enemies.
200 Posts: Stardust – Casts medium non-elemental damage on all enemies.
200 Posts: Star Cross – Casts medium holy damage on all enemies.
Abilities:
300 Posts: MP Turbo – Spends more magic energy to double power of spells.
Analysis: The Sun is a class similar to the Illusionist job: it casts elemental damage on all enemies. While its spells aren’t too strong, once it learns MP turbo, the Sun can truly be devastating. Notable for having average an average magick stat, a rarity in the spellcasting Corrupt.
The Judgment (XX)
Stats: Attack: 2 Defense: 4 Magick: 2 Magick Defense: 4 Speed: 3
Attacks:
Starting: Brave – Casts Bravery on a target.
Starting: Saint Cross – Deals holy damage around the user in a cross formation.
100 Posts: Wall – Casts Shell and Protect on a target.
100 Posts: Faith – Casts Faith on a target.
200 Posts: Judgment Blade – A holy energy sword column that does great damage.
200 Posts: Divine Ruination – A holy energy sword attack that does great damage in a line.
300 Posts: Holy Blade – A holy sword explosion attack that does massive damage. Must be close to hit.
Abilities:
100 Posts: Auto-Regen – Casts Regenerate on self.
Analysis: The Paladin of the Corrupt, the Judgment specializes in tanking as well as using powerful energy attacks. With its mix of support and offensive spells and physical attacks, the Judgment can last quite awhile in battle. Even though its offenses are below average, both defenses are outstanding. | |
| | | | Template: Major Arcana (Corrupt Classes) | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |