Post by Zidane Tribal on Jan 13, 2009 4:05:19 GMT -5
Job List:
Jobs are the foundation of a characters skills, abilities and often personality. From the simple street urchin to the most decorated and venerated war veteran, all of them have some form of job or another. This list is designed both to help define characters and to aid in character development. Each job listing has two parts, the actual description of what the job is, and the example abilities. The description is intended to aid people in knowing what kinds of things a character is and should be capable of while the listed Example abilities are intended to give players an idea of just what the Jobs are capable of. Most characters will have at most two jobs, with abilities that are either drawn from both or mix aspects of both jobs. Some Jobs, such as Moogle Knight and Magical Gunner are actually combination of two different jobs, and as such are not listed. As with anything else it is important to remember to keep contact a mod if you have any questions.
This Job list also appears on the Final fantasy Convergence RP site. This is intended to allow for near seamless transitions between the two forums when designing characters. However it is important to note that this forum does not use Materia like FFC and any transfer of character must compensate for this.
Warrior:
Warriors share an unspoken kinship with each other. They come from all walks of life, from the noble champion of the realm to the lowly streetfighter. From the Generous crusader for good and righteousness to a self serving mercenary or even a sadistic killer. However in spite of their variety that can shape a common man or woman into a paragon of battle all share the same deep seeded devotion to the way of the blade. Warriors are capable of using any weapon or piece of armor, though because of the wide array of styles they tend to stick to one specific kind of weapon and set of armor their entire careers. Others may be more flashy or more specialized than the warrior, but none can stand in the same light as a bastion of martial prowess and personal accomplishment.
Example abilities:
Power blow:
Most warriors value strength above all else, and many will gladly sacrafice speed to deliver a powerful blow. A warrior using this ability is able to Take a long moment, leaving himself open in order to deal a single blow for far more damage, though its usually easy to see such an attack coming.
Boomerang Weapon:
Most warriors will tend to focus on the ability to use melee weapons, yet their are times when the use of such weapons just is not enough. In these cases some warriors have learned to throw their weapon with great strength and accuracy, enough to even curve it back to the wielder. So long as the weapon does not embed into the target or strike something, a warrior can use this method to create a long range attack, though the power of such an attack is greatly reduced.
Thief:
Be he a scoundrel with a heart of gold or a cold selfish seeker of treasure, most all thieves are looked at as little more than the scavengers of humanity. While this may not always be true, most every thief shares a few things in common, most notably a specialty in subterfuge, stealth and stealing. Because of these inclinations few thieves if any are ever lawful, and most all of them favor light weapons and armor to help re-enforce mobility. It is much more advantageous for most thieves to avoid a fight whenever possible, but only a fool would turn their back on one. Its the quickest way to lose your coinpurse.
Example Abilities:
Mug:
The easiest way to steal an object from someone is to distract them, and few distractions are as effective as a dirk blade in ones stomach. Many thieves master the art of attacking while taking what they want at the same time, able to do both easily without the normal ease of failure for such a complex action.
Hamstring:
A good thief knows when its time to get away, but sometimes the foe is not only too hard to kill, but too fast to run from. Some thieves have taken the time to study the human body, as well as the bodies of some other races, enough to know where to strike a foe in order to cause the most damage to the legs or other forms of locomotion. Such attacks are usually more risky, but if successful will usually at least temporarily hamper foes.
Black Mage:
Masters of the darker energies that seep though the world invisibly, black mages bathe themselves in eldrich power and use their knowledge as a tool to defeat their foes. All black mages are masters of the most fundamental of magics. They focus power to attack with spells dealing with the four elements, as well as a fundamental understanding of time magic and at times even a bit of green, but rarely learn more advanced spells than the core trees of fire, water, ice, quake and Thunder. In spite of the name Black mages can just as easily be forces for good in the world, bending their powers to the protection of others. Most black mages favor small hand weapons and light armor, especially cloth robes and other items that do not inhibit spellcasting.
Example abilities:
Energy Admixture:
Many black mages focus on one element of black magic above all others, to the point where that element will show up in almost everything they do. When using one of the other black magic spells that focuses on an element besides the one of their focus, this black mage may choose to mix that element with the spell being cast. For example, with a mage who has fire energy admixture a water spell may deal half water damage and half fire damage. This would not increase the overall damage of the spell or its level. Black mages are often, but not always, of the black mage race and the name of the race actually derives from the class rather than the other way around.
Inner Magic:
Some mages learn one principal of black magic so well that it becomes a part of them. Such a black mage starts with one specific base level elemental magic spell that they know and learn at a quick rate regardless of other circumstances. This one line of magic is generally considered the primary focus of the black mage.
White mage:
Bringers of light and deciles of hope few can deny the white mage is a bastion of all that is good in the world. Gifted with greater control and power over the forces of white magic that offer healing to the sick and injured. Most white mages dedicate themselves early on to a strict set of Ideals, those with a more lawful bent joining monistaic orders while the more chaotic members strike out on their own to heal others and preach of hope and peace whenever they can. That is not to say that white mages are above defending themselves, but usually rely on blunt weapons or weapons that strike down the wicked, as well as light armor if any. They are not men and women of war, but of healing.
Healing Wave:
Some white mages know how to dissipate their healing energies out in ways that allow them to quickly save as many lives as possible. Such mages may focus their cure spells into a twenty foot radius sphere around themselves, which they can keep going continuously for as long as they concentrate. This provides a zone of safety where allies can retreat to if need be and the sick and injured can be brought for healing, though such an act quickly saps a white mage of his strength.
Rejuvenation:
Some White mages can turn their healing powers to far greater effect than what one would normally expect. When such great healers use their powers, they are able to not only heal wounds but Invigorate the mind and body. This effect slightly increases the strength, speed and endurance of anyone who has been recently healed for a very short time, giving a limited boost to allies so that they may run or return to the fray.
Monk:
Masters of unarmed combat, the common mystique that surrounds these strange and powerful warriors is a monument to their mastery of combat. Monks traditionally fight bare handed, using at most a pair of gloves or claws to augment their powerful punches. Most monks hail from small schools where a master will teach a single apprentice or a group of students martial techniques that come from a lifetime of training or have been passed down for ages. These techniques can range from stunning kicks and crushing grapples and even manipulation of ones inner spirit as a powerful weapon.
Example abilities:
Drunk Fist:
A rather famous method the world over, many monks know of the drunk fist but few actually take the time to learn the great power that can only be found in drunken combat. Whenever a monk who knows this technique has imbibed enough spirits to feel the effects of drunkenness, his strength, endurance and evasiveness all increase at the cost of a huge drop in accuracy. Successful use of this method usually requires one to carry a jug of strong spirits, as it is often hard to find such commodities in the wild
Wave Fist:
Ki, as many schools name the inner energy of the body, can be as potent a tool of war as any steel blade. The mighty will of a disciplined warrior can project this powerful spiritual energy though his fist in a simple kinetic wave. In most cases this simple wave carries all the power of a normal punch form the same warrior, sometimes far more. In the end the Wave fist is simply an outward projection of a Monks inner power and is always a sight to behold.
Red Mage:
Jack of many trades, Master of none, Red mages pride themselves on versatility in the highest order. While not having the potential for magic that other mages may have, A red mage is capable of learning the basics of both black and white magic in equal measures, giving him the ability to balance Offensive power with healing magics to cure wounded allies. Furthermore their training encompasses doing this in light or medium armor and while wielding most common hand weapons such as swords or maces. It is important to note that while this broad spectrum of learning both martial and magical grants a Red Mage unmatched versatility, the lack of specialization can often be as much of a hindrance as a boon, as can the reputations Red mages often have for being knowitalls.
Example Abilities:
Bladecharge:
Considering their admirable Melee training, many Red mages are able to infuse and store spells into their weapons in preparation for combat. Such a spell is held within the sword until such a time that the blade strikes a foe, at which point the the spell triggers dealing its full damage to the target as if it had just been cast.
Healing Admixture:
A red mage who has access to both offensive and Restorative magic may infuse it into their offensive spells as well. Whenever casting a spell that would attack more than one foe, all allies within the area of the attack are instead bathed in healing light that aids in their healing
Blue Mage:
Know thy enemy. This little slice of wisdom is perhaps no more profound than when personified by the mighty blue mage. Blue mages spend their lives learning to emulate the hidden powers of monsters and enemy warriors. Most every black mage has access to the Enemy skill mateira, even those who do not have some form of ability that emulates the strange and mystical powers only possessed by their foes. Blue mages outfit themselves with light weapons such as staves, maces, books and generally the same weapons used by other mages. They tend towards light armor like other mages even though they must feel the brunt of a spell to learn its secrets.
Specialty Magic:
Not all blue magic can be learned by just anyone. Some blue mages have talent for learning a spell or set of spells that for some reason others are unable to understand. This may be the case because of the mages background, place of birth or some special experience with a specific powerful monster. Blue mages with access to such special often take pains to categorize it differently in conversation, often going so far as to explain in detail what sets it apart from the common spells of their ilk in everyday conversation.
Blue Scholar
The prospect of learning blue magic can be rather tiresome when one considers it usually involves subjecting oneself to the spells in question first. Naturally a few Blue mages have learned how to harness the power of blue magic in less self destructive ways. Such mages are able to qualify for learning new spells simply though observation instead of first hand exposure. Such actions often require that the blue mage not only observe the spell, but the monster itself for an extended period of time.
Green mage:
Though not as prevalent as the black or white mages, Green mages are masters of green magic, spells that can directly influence the status of friends and foes. While often overlooked as a less potent and useful school of magic Green mages are able to turn the tide of battle in unseen ways. Using the basics of green magic, these mages are able to increase the strength, speed, power and endurance, or strip it from a foe. Furthermore most green mages are masters of poison magics, and able to use this facet of green magic to hinder and slowly wound their foes even in the event that a retreat is needed. Most green mages use simple weapons like staves and light armor just as most other mages, though because of the relative simplicity of casting many green magic spells, a good number of green mages will use medium armor.
Venomed blade:
As masters of poison spells, many green mages learn to channel these raw magical energies to inflict poison damage in a less conspicuous way. Such a green mage can make an attack that is treated as inflicting the ‘poison’ spell upon contact even if he does not know the spell.
Strengthening spell
Most green mages have a tactic they favor above others. For those whos favored tactic is to grant their allies a boon of some sort they always seem to work such things into everything they can. Whenever a green mage with this specific ability attempts to boost an allies power in some way with a green magic spell, that spell also increases the allies strength by the same amount.
Squire:
Its hard to define the exact nature of a squire. Apprentice warriors of any stripe, squires. Good at light improvisational fighting and often using some 'touch of everything' combat powers. intended to be more of an on the fly class than the warrior who gives up staying power for versatility. Squires are almost always the students of some great master or school of combat. However because they are still students squires often end up with a far more diverse set of combat abilities, drawing on a mixture of their training and desperation to come up with attacks that are often far more unique than anything anyone else may see. Most squires wear medium armor and rely on whatever form of weapon their master was proficient with. What defines a squire is often difficult, as their combat style often ends up being more ‘improvisational’ than most trained warriors but even a seasoned knight would do well to give heed to the power of raw talent and determination.
Throw Rock:
People may laugh, but picking up a rock off of the ground and throwing it still does what it did mellenia ago when the first man decided to use it for hunting. Kinetic energy has not changed, and as such the stone will still hurt most targets who get clonked on the head. What is more most seasoned swordsmen would never suspect an opponent of doing something so utterly undisciplined, meaning few see it coming. The surprise factor alone is worth the effort, and damage is, after all, damage.
Students Gift:
Most squires mix their improvisational attacks with skills that their master would have possessed. For example a Squire to a knight may know how to break weapons or armor, or a Dragoons squire may have some minor jump attack to fall back on. These attacks are nowhere near as strong as their masters may have been, but can still pose enough of a threat when used properly. Some squires even have a couple of these abilities, having trained under more than one master. Such squires would not be able to execute any such ability properly but with the squires situational awareness and penchant for ‘fighting from the hip’ these small edges can be the slim difference between victory and defeat.
Knight:
Noble champions of king, country and ideal, the Knight stands as a bastion of hope in the minds of the weak and downtrodden. It is an image emblazoned into the mind of every young child. They are the embodiment of hope and peace, defenders of the downtrodden and the only force that stands against tyranny. In truth not all knights are so noble, many are self serving or have views that are skewed by their own flawed perception of the world. After all they are only mortal. Still all share a code of honor that no knight would dare go against. Knights tend to go into battle in heavy armor with swords of some sort, most often knight swords. Their skills range from powerful defensive stances and maneuvers to sundering attacks designed to rend weapons and armor. Because of their code Few knights are chaotic and almost none are evil. Those who usually travel down the dark path become black knights instead.
Example abilities:
Rend weapon
An unarmed foe is no longer a threat. Many knights respect the right to life all men have, even wicked ones. Such knights know how to make powerful attacks that may rend the foes weapon if they strike. This ability will not always work when used, but still can be devastating in pitched battle, especially against a foe who relies on his weapon too heavily.
Knights Challange:
Against a powerful foe, Some knights may issue a challenge to personal combat, invigorating himself with the strength of his oath, his resolve and his honor. Issuing such a challenge takes time, and a knight will not attack until his foe is ready nor will he strike at another foe. Still once the gauntlet has been laid down A knight who has issued a challenge will fight with renewed vigor and power. He will defy the odds to devastate an opponent and will only rest when victorious or dead.
Archer:
The feel of the arrow as it slides along hardened Yew, the sound of the bowstring bending back taught and singing in anticipation of release, that final rush of action as the bolt is loosed on its narrow and unwavering path to a target. Such is the way of the bow, and the life of an archer. Archers are masters of the bow, able to turn simple wood and twine into a weapon of unmatched precision. A skilled archer can make an arrow more deadly than most any small gun, and can often achieve astonishing feats of aim and fire control. Archers tend to rely almost exclusively on the use of bows and crossbows, using light and medium armor to help keep them mobile. They take pride in their capabilities of accuracy and speed, some to the point of obsessively honing their skills.
Example abilities:
Spiral arrow
“Straight as an arrow’ is a bit less accurate than most people think. The path of most arrows or bolts tends to travel along rather eratically with the shaft itself moving around in flight. Some archers know this, and have learned to turn this seemingly random spinning into a drill like spiral. Such a bolt does not fly as far, but hits with far more penetration than others, dealing more damage than a normal arrow.
Fire Arrow:
While many mages seem to feel that the only way to wield fire as an effective weapon is the long study of magic, many archers prefer to fall back on the more archaic method of improvising these simple flaming projectiles. Consisting of pitch, tar and cloth, a flame bolt can cause quite a bit of fire damage on impact and set flammable objects ablaze. These bolts take a bit longer to fire as they must be lit first, and take up more space in a quiver. Still it is traditional, reliable, and effective.
Geomancer:
The spirits of nature dwell all around us. Spirits of earth, of fire. Elemental life of the trees and rocks. It flows though all things, and though all people. Some people feel this pulse stronger than others. To them the spirits are as real as anyone or anything that can be seen or touched, and just like people and objects these spirits can be easily shaped into weapons by those who know how. These are the Geomancers, men and women who have connected themselves with the spirits of nature and the land to manipulate it to their whims. Most Geomancers specialize in leanring how to use a few kinds of terrain to attack their foe with features like water, solid earth or ice. Some however work instead to turn these elements into real weapons, forming axes and swords out of natural stone or launching storms of ice shards. Most geomancers rely on clubs and axes for armament, as well as medium armors preferably made of leather. Most are chaotic in nature as they revel in the true primal fury of nature. Most geomancers have different abilities to deal with a wide array of terrain.
Example Abilities:
Sinkhole:
When dealing with large amounts of sand and water, such as a beach, A Geomancer with this ability may be able to cause large powerful sinkholes within the ground to trap foes. Such sinkholes would quickly suck in foes unwary enough to miss noticing them. Such sinkholes don’t always do as much damage, but they can slow up or trap the unwary and leave a foe vulnerable to a more direct attack.
Steel Leaves:
To a geomancer, everything in nature can be a weapon. A geomancer with this ability can touch a tree and focus all his power upon them to launch the leaves form them like a torrent of tiny shurikens. This torrent can rip unwary foes asunder easily and is just as damaging as any real metal throwing weapon. A geomancer must be touching a tree for this to work.
Dragoon:
Like their cousin the knight, Dragoons are powerful armored warriors who often swear fealty to a ruler or allegiance to an ideal. However the similarity of Dragoons to knights usually ends there. Dragoons tend to be more pragmatic in nature, living by the spirit of their oaths or allegiance rather than the letter. They master the art of movement both in normal movement and in by way of their powerful Jump attacks. Many dragoons also have at least some focus on Defense, learning to utilize heavy armor to its fullest and almost all use pole arms of some sort to aid in attacking at longer range. While not always Lawful, few Dragoons are chaotic in nature, and most seem to have some sort of fascination with airships that is beyond explanation.
Jump:
The arc typical dragoon attack. Most Dragoons have trained their bodies to grant amazing mobility in heavy armor, to the point where many are able to leap to amazing heights and lengths, then use gravity and their equipment to come back down on a foe with their pole arm to deal amazing damage. While in the air most dragoons move fast enough that they are quite hard to target, meaning that this leaping attack is hard to counter, however such attacks take longer than a normal attack and as such it is still easier to move out of the way of a Jump attack provided one knows its coming.
Dragon Heart:
Dragoons often strive to emulate dragons in some way or another, and many have hearts as strong as the powerful beasts. These Dragoons are totally immune to effects that cast death sentence on them. This strength also allows them to stay standing right up until the brink in most cases,
Samurai:
Like the knight the Samurai is bound by honor and law, warriors who swear themselves to a lord beyond anything else. However for samurai this oath is less about the spirit of the law and more about the letter of a lords word or command. Samurai often wander the lands as living extensions of their sworn lord or in rare instances simply a cause or Ideal. Samurai usually fight with katanas, Long thin swords intended to be used in personal combat with no or light armor. Because of this, and their fighting style, most samurai wear light armor as well, with a few wearing ceramonial armor that is much heavier. Many myths surround the samurai, making them out to be super warriors able to do amazing things and defeat any foe. While this is very far from the truth, Samurai usually have skills that are designed to deal heavy damage to unarmed or lightly armed foes, intended to end fights quickly.
Example Abilities:
Draw Slash:
Many samurai know how to produce a quick, powerful slash directly from the scabbard. This slash is blinding fast and can deliver quite a bit of power. Such a quick attack however has a slow recovery time, and as such leaves a Samurai open should it miss its mark.
Wave Slash:
Some samurai have the ability to channel Ki. Though not as strong as a monk, this power still grants them a considerable advantage in battle. A samurai with this ability can channel energy into the blade of his katana and release it in a powerful rippling beam that moves outward from the end of the blade and slash into a target directly ahead. This attack does not deliver the same punch as the weapon itself but can still be a potent offensive.
Ninja:
Silent killers skilled in the art of stealth and subterfuge, Ninjas act as spies and enforcers for higher powers such as lords or clan leaders, or more often to whoever pays them. Ninja excel at stealth, covert attack and using their deadly reputation to strike fear into their foes. Ninja train for years in stealth, acrobatic movements and practical deception. They use these skills to slay a target quickly and efficiently. However this training does not include as much practical combat skill, forcing most ninja to depend on their maneuverability to escape after an attack. Ninja most often use light armor and ninja swords, as well as a large array of thrown weapons. Many Ninja will stick to simple clothing or black ninja outfits to aid in stealth maneuvers.
Example Abilities:
Throw
Although not as proficient as jugglers, Many ninjas know how to turn any weapon into a deadly thrown weapon. A weapon thrown in this way can deal quite a bit of damage, more than simply throwing a weapon without training. Some Ninja also learn other simple tricks to use along with throwing weapons to maximize effect.
Ninja Vanish:
A quick escape is vital to a ninjas survival. Many tend to carry around a large cache of home made smoke bombs, and have learned to use them to maximum effect. These smoke bombs can be used to mask attacks or a speedy retreat. Usually a ninja with this ability does not have to pay for smoke bombs, but it takes time and resources to create more and as such once they run out they have to wait to make more.
Dancer:
Much like the Bard, Dancers are musically inclined masters of inspiration and changing the mood of a battlefield. However unlike the bard most Dancers tend to make their inspiration a much larger part of the battle, turning the rhythmic chanting and stepping to set the pace of combat . Prancing about a battle most dancers prefer light armor and scarves or other light weapons. Unlike the Bard, many Dancer abilities can revolve more around their own combat, considering that their dancing can make it rather difficult to predict their movements or focus on the movements of others. Most dancers know a repertoires of at least a few dances, usually focused around a set of boons or a particular kind of combat.
Example Abilities:
Dervish step:
Some Dancers are especially adept at avoiding attacks by using the patterns of their dances to keep foes in combat guessing. Such dances not only raise the dancers own agility, but also confounds foes enough to slightly decrease the accuracy of nearby foes. Such a dance is obviously defensive in nature and similar dances are often adopted as part of a dancers repertories in order to make up for the lack of armor.
Scarf Tangle:
Many dancers seem to favor using the Scarf as a weapon. While most may laugh at the idea of using a simple strand of silk in combat, those skilled in its movements are easily able to turn the unassuming garment into a lethal weapon. One of the most common methods of this is the scarf tangle. While dancing to keep up momentum A Dancer may attempt to lash the end of a scarf around a foes extremities. This is usually part of a larger scarf fighting repertoire designed to trip up and immobilize a foe.
Alchemist:
Potions, Ethers, grenades, these items don’t simply appear out of nowhere. The creation and use of items is an art form, an exact science revolving around precise mixture of chemical compounds to yield something more than the sum of their parts. The creation of such items falls under the domain of the Alchemist. Men and women of science, Alchemists dedicate themselves to the creation and use of all sorts of items. Although most alchemists are totally unable to make even potions without time, resources and expensive equipment, most know how to maximize the potency of items to make for more healing or a bigger bang for the buck. Alchemists are also able to find new and interesting ways to use items, and a few are even able to improvise unique chemical compounds for use in combat. Alchemists tend to stick to light armor and ranged weapons such as thrown weapons, crossbows and handguns as well as daggers and other light blades or clubs.
Potion Boost
The power of a potion is often dependant on the ingredients used, with weaker potions often using both inferior ingredients and little more than the core healing chemicals. While the quality of what is already in a potion cannot be changed easily, an Alchemist may add a few of the chemecals he carries on hand to a potion to increase its potency. Such reactions tend to counteract many of the preservatives in potions and as such is rather pointless if the potion is not used right away.
Sodium charge:
Many pure elements are quite potent when in their raw states. Sodium for example has a rather violent reaction to water and even a small amount of moisture can cause a catastrophic and volatile reaction. Many Alchemists will use such compounds to their advantage, for example using a simple vial of water and a smaller vial full of Sodium shavings as an improvised and rather potent bomb. Such an improvised explosive must be fully assembled on the spot, though Alchemists tend to keep such potent chemicals in individual vials anyways, but the resulting bang can be quite worth it.
Priest:
Priests stand for the light. While White mages speak of peace and comfort and offer comfort from pain and suffering, a priest will zealously call out to any who will listen about the absolute power of good and justice in the world. Priests dabble in the highest ecschelon of white magic, forsaking ‘mere’ healing in order to focus on the use of pure white magic. Priests use this conduit of white magic most often to breath new life into the recently fallen or to bring destruction and judgment to the irredeemable wickedness of Demons and the undead. Still in spite of these differences Priests are still very close to their White mage cousins, and require light armor to fully exploit their magical abilities. Also while many priests will stick to the same kinds of weapons as white mages, they seem to have a fascination with bludgeoning weapons of all stripes and as such are also able to use maces and war hammers.
Example Abilities:
Turn the Undead:
Priests are, by their nature, zealots of light. In their eyes the undead are an unforgivable abomination, a twisted perversion of life that must be stamped out at all costs. Many Priests have dedicated their power and lives to stamping out the unholy taint of maligned spirits at all costs. To this end many have the power to channel pure holy energy into a burst around them, turning back the undead and dealing considerable damage with a wave of pure magical light. Such a blast is usually not as strong as comparable spells, but often grows with the caster and has the ability to frighten even weaker sentient undead.
Breath of Life
Sometimes A white mage is unable to get to a fallen comrade in time, unable to administer healing before the spirit has left them, rendering them beyond the aid of conventional healing magics, but not beyond the Priest. Some priests have the ability to infuse white magic into the recently deceased, granting them a new chance at life by reconnecting body and spirit. While not always effective, such an infusion has a chance of yanking the ally back from the brink of death and putting the body in a position where it can hold on.
Wizard:
More commonly known as Black Wizards, These masters of the Arcane have forsaken the basics of black magic to pursue presumably more lofty goals. Black Mages spend their time working on learning how to channel or manipulate the darkest, deepest secrets of black magic. Some turn these goals to Naturally Powerful spells that require far more dedication and work to perfect, while others go out on a limb to research brand new spells that often deal with the power of pure magical energy. The truth is that few really know exactly what seperates a black mage from a wizard unless they have actually studied magic, but to those who know the branch is quite great, and while black mages may develop comparable or even superior abilities to a Wizard, it is rare for one to garner the same level of respect for magical expertise. While wizards prefer the same light armor as most other Mages, their weapon selection often turns more often to staves and books to make up for their otherwise limited Magical focus.
Example Abilities:
Ultima Bubble
Ultima represents the peak of all achievements for a black mage, being one of the most devastating incarnations of Eldritch energy ever known. However this spell can take a lifetime to master on its own and usually forces a Wizard to give up the rest of their life’s work in order to fully master it. Because of this, Some Black Wizards learn to twist the basic principals of the spell into a simple and workable attack. By focusing hard, A wizard with this ability may form a small bubble of energy similar to the Ultima spell. This improved spell does not have the blast radius of the actual Ultima spell, nor does it have the exact same power, but it can still be quite an effective offensive power in its own right.
Dark Beam:
Dark energy, Like Stellar Energy, is a kind of elemental energy found only in the higher echelons of magic. It is a pure distilled source of all that is Maligned and cruel in the world, the embodiment of darkness itself. While a few spells can tap into this energy to devastating results, Some Wizards learn to use it in a much more limited fashion. These wizards can often use force of will alone to form a black beam of Dark energy and project it at a foe, dealing devastating damage, especially against those who are aligned with good and light such as white mages or paladins.
Mystic:
Mystics are hard to place in the world. While seeming to share at least some distant kinship with the Green mage, Mystics have powers that seem to deal in manipulation of balance as opposed to the creation of imbalance that is the focus of the green Mages. One key facet of the Mystics power is that for everything gained, something has to be lost. Fortunately in most cases that translates into a loss of a foes ability and a gain in that of an ally. Some have also made the claim that there are Mystics who can also push though the sands of time, seeing events that may happen by entering long trances or otherwise sacrificing time that they have now.
Example Abilities:
Drain Strength:
Mystics can sometimes turn themselves into conduits of life energy, learning how to draw various attributes from foes and transfer them to their allies. A Mystic with this ability can sap some of the physical strength from a foe in order to add it to an ally. Usually anyone with this ability will also know augmentation spells.
Precognition:
A few Mystics have the ability to see into the future, though its rare to have much control over this. One of the more common manifestations of this is the form of precognitive visions. These visions are not always reliable and often have little more than a moment between when they happen and when they are fulfilled. But with training a mystic can learn to use them to his advantage, reacting to those moments of understanding to act on the knowledge they have gleaned. It is also important to note that these visions are not always accurate, and acting upon them may sometimes bring more harm than good.
Time Mage:
Time is nowhere near as cut and dry as most would think. It ebbs and flows, speeds up and slows down, stops and swirls in on itself unendingly. To most, this movement goes unseen as we are swept up in times twisting eddies, but not so with time mages. The time mage is one of those rare few who, though study, has learned to sense the true flow of time. This understanding not only gives them unparalleled mastery of Time magic but also grants time mages the ability to use their magical skills and force of will to manipulate time in ways most could never imagine. It is also important to note that this knowledge, while amazing, often gives the time mage something of an aloof feel. Others often struggle to comprehend what a Time mage may be thinking or why he may act the way he does. Still in most every other way Time mages are like any other mage. They wear the same light armor, use the same weapons and often have the same understanding of the basics of magic.
Example abilities:
Pause:
Once a person starts to understand what the time stream is, they cam slowly learn how to avoid being swept up in it. A select few time mages have learned how to focus all of their energy and, for a brief moment, step outside of time itself. Such an act requires great exertion of magical energies, so much so that pausing may leave the Time mage all but exhausted afterwords. Still, while it is impossible to affect other objects or people that are not ‘paused’, the ability can grant a time mage a few precious seconds to plan a strategy or avoid a devastating attack. Pausing more than twice in a row could potentially be lethal.
Temporal mirage
A few time mages have figured out that they can make use of their abilities in a rather unique way. While attacking, a time mage with this ability may cause his attacks to happen slightly sooner or later than they should. This ability usually can extend only up to an eight of a second before or after the blow ‘should’ have happened, but in combat such a small fracture of time can be enough to throw off a foes guard or bypass the brunt of an offensive.
Mediator:
There is great strength in numbers. That phrase could be considered the hallmark of the Mediator. Mediators do not depend on their own power, but rather the power to manipulate foes or draw allies to them. The means and method of this often vary. Some Mediators may take up simple diplomacy or learn in depth how monsters behave in the wild to coerce or capture and train them, Others may be strong and resolute leaders who draw followers to a cause simply though oratory, or some other less direct method. Still other Mediators will use magic’s or special skills of some sort to turn foes against one another. From a simple Chocobo rider who is one with his mount, to a mediator mage who can drive one foe against another, all mediators share the common trait of never fighting alone, even if only in spirit. Mediators tend to depend on medium armor to survive, and weapons can range though one handed weapons such as swords, handguns and crossbows.
Example Abilities:
Mount:
Some mediators prefer to depend on a single reliable companion to aid them in battle. For many this translates into forming a connection with a large creature such as a Chocobo to use as a steed and partner in combat. The relationship is symbiotic, with both rider and mount benefiting in different ways. The Chocobo lends reliability and power, with attacks far beyond what the mediator could perform, and in turn the Mediator provides the creature with direction and guidance to focus that power beyond what its kin would be capable of.
Subordinates:
Some people are just in charge, that’s how it is. For whatever reason these people are the ones who call the shots, and they know just how to make use of it. Someone with Subordinates will have a collection of people that follow him for one reason or another, attempting to carry out his bidding. Usually these people are less skilled than the Mediator or use him as a rallying point for an ideal. This can naturally have quite a few benefits as it allows the Mediator to select the right man, or woman, for the job. However such a mediator rarely has a direct impact on the performance of his people and this can leave him personally vulnerable.
Summoner:
Summoners depend on some form of power beyond their own, something greater than themselves that they can draw on for strength. For most Summoners this strength stems from their Summoned spirit, a powerful entity bonded to the persons soul and will as either loyal partner or bound servant. However this is not the only form of summoner out there. Those who can draw on otherworldly strength within themselves, such as the children of mortals and great beasts may also wear this mantel, as would one who has made a bond with a powerful corporial entity often of magical or Mechanical nature. Regardless of what method the summoner uses, all Summoners strive to strengthen the bond they share with their chosen power or powers, learning to affect them in ways no others can. Like most Mages, summoners often prefer lighter weapons and light armor, though many seem to have a preference for staves and maces.
Example Abilities:
Boost Summon:
Normally basic magical spells are unable to affect a Summoned spirit one way or the other. Such beings live beyond the corporeal realm and as such the magics of this world seem to have less if any affect on them when they are drawn to it. Some summoners have found this to be disadvantageous, and so have focused their efforts on learning how to increase a summons power. Such a Summoner may choose to focus on drawing power into himself before drawing fourth his summon, spending as many rounds as he chooses in deep concentration. The longer the Summoner spends doing this the stronger his summon will be when brought to this world. Naturally there are limits to this ability, and it requires the caster to stay totally still, meaning any attacks or other major interruptions will cause the boosting, and the summoning itself to fail.
Inner power:
There are summoners in the world who gain their power though blood rather than pacts. These beings may have some sort of familial tie to a great power far beyond mortal comprehension, or have somehow become infused with magical energy or some other strange force. Such beings spend most of their time fighting in combat as normal, but may be able to focus hard enough and release their inner strength to transform into something more. Such transformations are often unique and unpredictable, ranging from growth in casting abilities to immense physical power. Unfortunately such transformations often have consequences, the most frightening of which would be the inability to control the new powerful form.
Bard:
Sings for his supper, and more. Bards are the victims of their own muses and wanderlust, traveling singers and storytellers who ply their unique brand of entertainment for either a few spare gil or the satisfaction of advancing their own art. Bards come from many walks of life, though few are of a lawful mindset. Some choose to focus on mastery of lore and tall tales, offering up nuggets of wisdom within large mounds of embellishment. Others weave songs to stir the heart and soul to greater prowess in battle, or to greater peace. Others may be a bit more Maligned, seeking to sew deceit and use song and story to dishearten foe and misguide those unfortunate enough to trust them. Most bards match their rather eclectic focus on the more artistic aspect of life with a smattering of various combat styles. They tend towards light or medium armor to aid in travels, but will usually at least learn the basics with a few weapons and simple spells.
Entrancing song:
A muse is a powerful thing, even if it is not real. Knowing how to tug at ones heart strings and distract the mind can be a far more useful trait than most would give it credit for. As masters of the underappreciated facets of adventuring Bards are most likely develop or learn songs that seem quite capable of drawing people into thought and dropping their defenses. Such songs usually do not work in the heat of combat, but can be quite valuable when attempting to allow an ally to snatch an important item, or set up a killing blow.
Bits and Pieces:
Not everyone understands just how important knowing something can be. Some drunken mans rantings within the confines of a back ally tavern may go though most peoples ears and out the other end without ever touching a nerve. Bards do not usually suffer from this ‘malady of character’. They pick up on things, learn things, focus on every detail no matter how minute it may seem. This knowledge can often come in handy later, even many years down the road. Such a bard may recall seemingly random things at times that could come in handy in a specific situation. This won’t always be the case, but it can still be a surprising boon in down and out situations.
Calculator:
Its hard to define a calculator. These men and women are not quite mages, and yet still are in a way. Few understand that the world and everything in it can be seen as little more than a large singular mathematical formula working itself out. The powerful Ultima spell, the clash of steel on steel, the rain falling gently to the ground, all these things are simply mathematical formula playing out in the form of cause and effect. Calculators are those rare few who are able to use some method or another to change those calculations in drastic ways, often with simple formulaic changes. Because their base is so broad and their methodology varies so widely from Calculator to Calculator few have a set way of doing things. In theory a calculator needs little more than a few rocks and her mind to create powerful chain reactions that vanquish foes. However due to the massive number of variables this methodology is often erratic at best. Other calculators may stick to a specific set of devices and methods to cause such chain reactions, mixing improvisation and planning to get rather unique results that are quite unique and at times amazing to behold.
Example Abilities:
Chaos Theory
If a butterfly flaps its wings in Costa Del Sol, A Mako reactor will go critical in Midgar and blow up. People may think of this as an overstatement, but calculators know how true it can be. Such calculators are capable of introducing very simple factors into the equasion of life to get amazing output. Throwing a rock at a foe may do very little, but throwing it at a tree may knock it over onto your opponent. A large cliff may seem insurmountable but a simple hammer tap could cause a rock slide that allows for one to walk up unimpeded. Its all a matter of figuring the variables, something easier said than done. To exploit the world in such a way requires a calculator to spend quite a bit of time focusing on the desired task, running calculations that would make even the most cunning of engineer hold his head in pain. The longer a calculator spends on such a task and the more energy he devotes into his pondering the closer he may get to success. Granted the world does not stop around a calculator, and such musings still have a chance of failure simply because the world changes around them. This is without taking into account how vulnerable a calculator doing these massive equasions can be, considering that they require constant and undivided attention. Most calculators base their individual abilities off of this simple concept, often focusing on one task that they can calculate well.
Mime:
Mimes do by learning. They are masters of mimmickry and observation who make imitation the foundation of their powers. Truth be told few know if Mimes are truly magical in nature or if they simply have a skill for re-enacting things as a natural or developed talent, and to be honest most mimes won’t tell if they know or not. Still it is quite hard to mistake a mime, as they often dress in rather amusing cloths and act in a rather quirky manner. Most will adopt bits and pieces of their companions personalities long before they ever show their own. Many doubt that mimes are even capable of thinking like ‘themselves’ as the training may force them to live inside the minds of others. In and out of battle Mimes are capable of copying things they witness. Powerful spells, mighty acts of swordsmanship, brave fronts of defense, Mimes are capable of it all, so long as the act is still fresh and clear in their mind. For some mimes though this ability to mimic others is more potent in some scenarios than others, resulting in more pronounced mimicry of physical power, magic, or some other narrow field. While most mimes try to copy the kind of gear one or more of their allies may use, most on their own opt for medium armor and weapons, more to be ‘average’ than anything else. Mimes are almost always true neutral so that they may emulate those around them better, though others may be chaotic neutral or other similar alignments.
Example Abilities:
Copycat:
Many mimes simply focus on their core ability to do something they have just witnessed. Nobody is really sure how this strange ability manifests itself, most claim the Mime to be some form of specialized blue mage, while others simply chaulk it up to a childhood of playing copycat. However whatever the source of the Mimes power it is known that the ability is not limitless. While a Mime may be able to copy most any spell, even those of massive power, his body may not be used to such strain, and this could cause a mime to suffer from injury or exhaustion when casting high level spells or using a difficult melee attack without causing fatigue or injury. A normally inexperienced Mime trying to copy Ultima may in fact cause himself great injury or even push himself close to death.
Adopt Trait:
After spending enough time around a particular friend or fellow warrior, a Mime sometimes starts to adopt their method of attack, at least when the friend is around. The ability to copy this trait only really works when the mime is close enough to see the person who has actually learned the skill using it, even if they are not actually using it. It is also important to note that without the training to back up the method of attack, there is a greater chance of failing in implementing it properly.
Gambler:
Some people just like to live by luck. Maybe it’s the thrill of having ones life more out of their hands than it could be, or perhaps its some notion that other people don’t have the same level of luck, For some it could simply be that they can’t get a real job. Whatever the case Gamblers often tend to carry themselves with an air of carefree whistfulness and mirth. Gamblers are naturally chaotic, though a few Lawful ones may exsist as experienced conmen or bookmakers. When it comes to attacking most gamblers leave it up to fate as well. They tend to depend on bar weapons or anything that can be easily hidden, and often wear light or medium armor. A gambler will most often fight with attacks involving Gil or luck in some form or another, often playing off of simple gambling mechanics such as slots or blackjack. It is not uncommon for gamblers to have a reputation as foolhardy and self confident to a fault, especially considering that they often live life on the edge of a coin.
Example abilities:
Gil Throw:
Money doesn’t do you much good if you die. Considering that most gamblers would ‘invest’ the money on the poker table or ‘betting on the birds’ anyways, its usually considered a safer bet to learn how to use these funds as a form of attack. Often the amount of Gil thrown in this case is negligible, amounting to little more than pocket change, however some Gamblers perfect this ability to an art, often able to throw a single coin with the deadly power and precision of sharpened dagger. Naturally many gamblers have a variant of this ability, or even a few. Odds are good a gambler can break even from this attack after a couple of nights at the poker table.
Coin Toss:
Most gamblers put their stock in luck more than anything else, and for some this means that even making decisions without that factor of knowing how ones luck may turn is all but unthinkable. A Gambler with this ability can flip a coin before making his decisions, perhaps leading to a better outcome. However considering that it is luck, the decision may still only exacerbate the situation, but it often seems that when such flips happen things just may work out in the end, though its by no means a guarantee that things won’t blow up in the Gamblers face.
Scholar:
Scholars long ago gave up the idea of specialization in any one form of magic for a greater mastery of all. These men and women devote their lives to the practice of studying each magic in turn and learning how magic works in its most base and holistic form. Because of this high-minded pursuit of knowledge, it is not uncommon for Scholars to excel not only in the realm of magic but in all forms of study and learning. If a scholar takes a fancy to a subject odds are good he will know more about it than any other authority, even those who are directly involved with whatever it may be. In terms of magical capabilities the powers of the scholar tend to revolve around blending several different forms of magic or having mixed spell sets that revolve around different forms of magic to different degrees. Scholars seem to favor tomes more than most any other weapon.
Example Abilities:
Circle of Decimation
Many scholars know powerful rituals that are otherwise lost to the common mage. Though study, they learn how to harness powers far beyond anything they could initially channel. These powerful spells often require long preparation and costly or hard to find components and foci, making them totally useless on the spur of the moment. However Such ritual spells in the hands of a wise scholar can turn the tide of battles or even wars for one side or the other. One such spell is the circle of Decimation. This special incantation requires over a week to carve a special set of intricate runes both in a floor and in a set of crystals to be hung from the ceiling. One day of pure concentration is required then to cast the spell, which washes away the runes as it takes shape. The results however are well worth it. This spell combines pure forces of white and black magic in massive amounts, forming a resonating beam that for a few split seconds moves off at the behest of the caster. This beam can rip though buildings and lay unprepared foes to waste, and its powerful white magics are particularly potent against the undead and demons as well. Even the most saged of scholars knowing more than one ritual of this power is almost unheard of, as it takes a lifetime of dedication to master. Still, many other Scholars will know a larger number of far less potent ritual spells often with time and complexity far more fitting of a less potent effect.
Counterspell:
Not all Scholars focus on rituals and long winded incantations, some instead choose to look at spells that are more common, simply examining them in depth. Such Scholars will spend months or even years casting a single spell over and over to study every facet of it. From trigger to finish from time to area. It is though this knowledge that many scholars learn how to force pure arcane energy into a powerful blast that can disrupt the energy of other spells. Because of the power and precision needed to counter a spell, it often takes about as long to manifest a counter spell as it does to prepare the spell itself, and as such the spell must be caught in mid-cast.
Paladin:
Even among those of faith and goodness, the Paladin stands as a paragon of pure light and justice. The most common paladins come from the ranks of priestly trianees or squires and young knights who are either selected to serve a ‘higher calling’ or feel that they are meant to work for an ideal greater than themselves. Paladins train with the same weapons and armor as knights, however because of their training and dedication to good Paladins learn special abilities and attacks that allow them to deal greater damage to evil or wicked people or heal injured comrades. Because of their nature almost all paladins are lawful good, following the strict codes of a knight with the adherence to good that almost always comes with the training of priests and white mages. It is rare to see a paladin fall, and those who do usually forsake their training to become Dark Knights.
Example Abilities:
Smite:
The arc typical Paladin ability is to smite wicked and evil men, delivering a powerful bolt of white magic that is totally antitheme to evil. While the truth is that many Paladins use this power in any number of unique ways, the most common and well known Smite is to simply wreath a weapon in holy energy before delivering a blow. It takes time to focus holy energy around the weapon and once the target is struck it dissipates. The holy energy of a smite will usually do nothing to one without true evil in their hearts, meaning that many paladins are able to charge in using their powers confident that it will spare the good and punish the wicked.
Lay on Hands:
Paladins are not white mages or priests, but as conduits of white magic many have at least a little extra healing ability. Given a few minutes to concentrate, a Paladin who is able to lay on hands is easily able to heal minor wounds and stabilize wounded allies or anyone else in need. Many Paladins with such healing abilities usually feel obligated to render healing even to those who may be evil or malevolent, provided they are not a major threat.
Jobs are the foundation of a characters skills, abilities and often personality. From the simple street urchin to the most decorated and venerated war veteran, all of them have some form of job or another. This list is designed both to help define characters and to aid in character development. Each job listing has two parts, the actual description of what the job is, and the example abilities. The description is intended to aid people in knowing what kinds of things a character is and should be capable of while the listed Example abilities are intended to give players an idea of just what the Jobs are capable of. Most characters will have at most two jobs, with abilities that are either drawn from both or mix aspects of both jobs. Some Jobs, such as Moogle Knight and Magical Gunner are actually combination of two different jobs, and as such are not listed. As with anything else it is important to remember to keep contact a mod if you have any questions.
This Job list also appears on the Final fantasy Convergence RP site. This is intended to allow for near seamless transitions between the two forums when designing characters. However it is important to note that this forum does not use Materia like FFC and any transfer of character must compensate for this.
Warrior:
Warriors share an unspoken kinship with each other. They come from all walks of life, from the noble champion of the realm to the lowly streetfighter. From the Generous crusader for good and righteousness to a self serving mercenary or even a sadistic killer. However in spite of their variety that can shape a common man or woman into a paragon of battle all share the same deep seeded devotion to the way of the blade. Warriors are capable of using any weapon or piece of armor, though because of the wide array of styles they tend to stick to one specific kind of weapon and set of armor their entire careers. Others may be more flashy or more specialized than the warrior, but none can stand in the same light as a bastion of martial prowess and personal accomplishment.
Example abilities:
Power blow:
Most warriors value strength above all else, and many will gladly sacrafice speed to deliver a powerful blow. A warrior using this ability is able to Take a long moment, leaving himself open in order to deal a single blow for far more damage, though its usually easy to see such an attack coming.
Boomerang Weapon:
Most warriors will tend to focus on the ability to use melee weapons, yet their are times when the use of such weapons just is not enough. In these cases some warriors have learned to throw their weapon with great strength and accuracy, enough to even curve it back to the wielder. So long as the weapon does not embed into the target or strike something, a warrior can use this method to create a long range attack, though the power of such an attack is greatly reduced.
Thief:
Be he a scoundrel with a heart of gold or a cold selfish seeker of treasure, most all thieves are looked at as little more than the scavengers of humanity. While this may not always be true, most every thief shares a few things in common, most notably a specialty in subterfuge, stealth and stealing. Because of these inclinations few thieves if any are ever lawful, and most all of them favor light weapons and armor to help re-enforce mobility. It is much more advantageous for most thieves to avoid a fight whenever possible, but only a fool would turn their back on one. Its the quickest way to lose your coinpurse.
Example Abilities:
Mug:
The easiest way to steal an object from someone is to distract them, and few distractions are as effective as a dirk blade in ones stomach. Many thieves master the art of attacking while taking what they want at the same time, able to do both easily without the normal ease of failure for such a complex action.
Hamstring:
A good thief knows when its time to get away, but sometimes the foe is not only too hard to kill, but too fast to run from. Some thieves have taken the time to study the human body, as well as the bodies of some other races, enough to know where to strike a foe in order to cause the most damage to the legs or other forms of locomotion. Such attacks are usually more risky, but if successful will usually at least temporarily hamper foes.
Black Mage:
Masters of the darker energies that seep though the world invisibly, black mages bathe themselves in eldrich power and use their knowledge as a tool to defeat their foes. All black mages are masters of the most fundamental of magics. They focus power to attack with spells dealing with the four elements, as well as a fundamental understanding of time magic and at times even a bit of green, but rarely learn more advanced spells than the core trees of fire, water, ice, quake and Thunder. In spite of the name Black mages can just as easily be forces for good in the world, bending their powers to the protection of others. Most black mages favor small hand weapons and light armor, especially cloth robes and other items that do not inhibit spellcasting.
Example abilities:
Energy Admixture:
Many black mages focus on one element of black magic above all others, to the point where that element will show up in almost everything they do. When using one of the other black magic spells that focuses on an element besides the one of their focus, this black mage may choose to mix that element with the spell being cast. For example, with a mage who has fire energy admixture a water spell may deal half water damage and half fire damage. This would not increase the overall damage of the spell or its level. Black mages are often, but not always, of the black mage race and the name of the race actually derives from the class rather than the other way around.
Inner Magic:
Some mages learn one principal of black magic so well that it becomes a part of them. Such a black mage starts with one specific base level elemental magic spell that they know and learn at a quick rate regardless of other circumstances. This one line of magic is generally considered the primary focus of the black mage.
White mage:
Bringers of light and deciles of hope few can deny the white mage is a bastion of all that is good in the world. Gifted with greater control and power over the forces of white magic that offer healing to the sick and injured. Most white mages dedicate themselves early on to a strict set of Ideals, those with a more lawful bent joining monistaic orders while the more chaotic members strike out on their own to heal others and preach of hope and peace whenever they can. That is not to say that white mages are above defending themselves, but usually rely on blunt weapons or weapons that strike down the wicked, as well as light armor if any. They are not men and women of war, but of healing.
Healing Wave:
Some white mages know how to dissipate their healing energies out in ways that allow them to quickly save as many lives as possible. Such mages may focus their cure spells into a twenty foot radius sphere around themselves, which they can keep going continuously for as long as they concentrate. This provides a zone of safety where allies can retreat to if need be and the sick and injured can be brought for healing, though such an act quickly saps a white mage of his strength.
Rejuvenation:
Some White mages can turn their healing powers to far greater effect than what one would normally expect. When such great healers use their powers, they are able to not only heal wounds but Invigorate the mind and body. This effect slightly increases the strength, speed and endurance of anyone who has been recently healed for a very short time, giving a limited boost to allies so that they may run or return to the fray.
Monk:
Masters of unarmed combat, the common mystique that surrounds these strange and powerful warriors is a monument to their mastery of combat. Monks traditionally fight bare handed, using at most a pair of gloves or claws to augment their powerful punches. Most monks hail from small schools where a master will teach a single apprentice or a group of students martial techniques that come from a lifetime of training or have been passed down for ages. These techniques can range from stunning kicks and crushing grapples and even manipulation of ones inner spirit as a powerful weapon.
Example abilities:
Drunk Fist:
A rather famous method the world over, many monks know of the drunk fist but few actually take the time to learn the great power that can only be found in drunken combat. Whenever a monk who knows this technique has imbibed enough spirits to feel the effects of drunkenness, his strength, endurance and evasiveness all increase at the cost of a huge drop in accuracy. Successful use of this method usually requires one to carry a jug of strong spirits, as it is often hard to find such commodities in the wild
Wave Fist:
Ki, as many schools name the inner energy of the body, can be as potent a tool of war as any steel blade. The mighty will of a disciplined warrior can project this powerful spiritual energy though his fist in a simple kinetic wave. In most cases this simple wave carries all the power of a normal punch form the same warrior, sometimes far more. In the end the Wave fist is simply an outward projection of a Monks inner power and is always a sight to behold.
Red Mage:
Jack of many trades, Master of none, Red mages pride themselves on versatility in the highest order. While not having the potential for magic that other mages may have, A red mage is capable of learning the basics of both black and white magic in equal measures, giving him the ability to balance Offensive power with healing magics to cure wounded allies. Furthermore their training encompasses doing this in light or medium armor and while wielding most common hand weapons such as swords or maces. It is important to note that while this broad spectrum of learning both martial and magical grants a Red Mage unmatched versatility, the lack of specialization can often be as much of a hindrance as a boon, as can the reputations Red mages often have for being knowitalls.
Example Abilities:
Bladecharge:
Considering their admirable Melee training, many Red mages are able to infuse and store spells into their weapons in preparation for combat. Such a spell is held within the sword until such a time that the blade strikes a foe, at which point the the spell triggers dealing its full damage to the target as if it had just been cast.
Healing Admixture:
A red mage who has access to both offensive and Restorative magic may infuse it into their offensive spells as well. Whenever casting a spell that would attack more than one foe, all allies within the area of the attack are instead bathed in healing light that aids in their healing
Blue Mage:
Know thy enemy. This little slice of wisdom is perhaps no more profound than when personified by the mighty blue mage. Blue mages spend their lives learning to emulate the hidden powers of monsters and enemy warriors. Most every black mage has access to the Enemy skill mateira, even those who do not have some form of ability that emulates the strange and mystical powers only possessed by their foes. Blue mages outfit themselves with light weapons such as staves, maces, books and generally the same weapons used by other mages. They tend towards light armor like other mages even though they must feel the brunt of a spell to learn its secrets.
Specialty Magic:
Not all blue magic can be learned by just anyone. Some blue mages have talent for learning a spell or set of spells that for some reason others are unable to understand. This may be the case because of the mages background, place of birth or some special experience with a specific powerful monster. Blue mages with access to such special often take pains to categorize it differently in conversation, often going so far as to explain in detail what sets it apart from the common spells of their ilk in everyday conversation.
Blue Scholar
The prospect of learning blue magic can be rather tiresome when one considers it usually involves subjecting oneself to the spells in question first. Naturally a few Blue mages have learned how to harness the power of blue magic in less self destructive ways. Such mages are able to qualify for learning new spells simply though observation instead of first hand exposure. Such actions often require that the blue mage not only observe the spell, but the monster itself for an extended period of time.
Green mage:
Though not as prevalent as the black or white mages, Green mages are masters of green magic, spells that can directly influence the status of friends and foes. While often overlooked as a less potent and useful school of magic Green mages are able to turn the tide of battle in unseen ways. Using the basics of green magic, these mages are able to increase the strength, speed, power and endurance, or strip it from a foe. Furthermore most green mages are masters of poison magics, and able to use this facet of green magic to hinder and slowly wound their foes even in the event that a retreat is needed. Most green mages use simple weapons like staves and light armor just as most other mages, though because of the relative simplicity of casting many green magic spells, a good number of green mages will use medium armor.
Venomed blade:
As masters of poison spells, many green mages learn to channel these raw magical energies to inflict poison damage in a less conspicuous way. Such a green mage can make an attack that is treated as inflicting the ‘poison’ spell upon contact even if he does not know the spell.
Strengthening spell
Most green mages have a tactic they favor above others. For those whos favored tactic is to grant their allies a boon of some sort they always seem to work such things into everything they can. Whenever a green mage with this specific ability attempts to boost an allies power in some way with a green magic spell, that spell also increases the allies strength by the same amount.
Squire:
Its hard to define the exact nature of a squire. Apprentice warriors of any stripe, squires. Good at light improvisational fighting and often using some 'touch of everything' combat powers. intended to be more of an on the fly class than the warrior who gives up staying power for versatility. Squires are almost always the students of some great master or school of combat. However because they are still students squires often end up with a far more diverse set of combat abilities, drawing on a mixture of their training and desperation to come up with attacks that are often far more unique than anything anyone else may see. Most squires wear medium armor and rely on whatever form of weapon their master was proficient with. What defines a squire is often difficult, as their combat style often ends up being more ‘improvisational’ than most trained warriors but even a seasoned knight would do well to give heed to the power of raw talent and determination.
Throw Rock:
People may laugh, but picking up a rock off of the ground and throwing it still does what it did mellenia ago when the first man decided to use it for hunting. Kinetic energy has not changed, and as such the stone will still hurt most targets who get clonked on the head. What is more most seasoned swordsmen would never suspect an opponent of doing something so utterly undisciplined, meaning few see it coming. The surprise factor alone is worth the effort, and damage is, after all, damage.
Students Gift:
Most squires mix their improvisational attacks with skills that their master would have possessed. For example a Squire to a knight may know how to break weapons or armor, or a Dragoons squire may have some minor jump attack to fall back on. These attacks are nowhere near as strong as their masters may have been, but can still pose enough of a threat when used properly. Some squires even have a couple of these abilities, having trained under more than one master. Such squires would not be able to execute any such ability properly but with the squires situational awareness and penchant for ‘fighting from the hip’ these small edges can be the slim difference between victory and defeat.
Knight:
Noble champions of king, country and ideal, the Knight stands as a bastion of hope in the minds of the weak and downtrodden. It is an image emblazoned into the mind of every young child. They are the embodiment of hope and peace, defenders of the downtrodden and the only force that stands against tyranny. In truth not all knights are so noble, many are self serving or have views that are skewed by their own flawed perception of the world. After all they are only mortal. Still all share a code of honor that no knight would dare go against. Knights tend to go into battle in heavy armor with swords of some sort, most often knight swords. Their skills range from powerful defensive stances and maneuvers to sundering attacks designed to rend weapons and armor. Because of their code Few knights are chaotic and almost none are evil. Those who usually travel down the dark path become black knights instead.
Example abilities:
Rend weapon
An unarmed foe is no longer a threat. Many knights respect the right to life all men have, even wicked ones. Such knights know how to make powerful attacks that may rend the foes weapon if they strike. This ability will not always work when used, but still can be devastating in pitched battle, especially against a foe who relies on his weapon too heavily.
Knights Challange:
Against a powerful foe, Some knights may issue a challenge to personal combat, invigorating himself with the strength of his oath, his resolve and his honor. Issuing such a challenge takes time, and a knight will not attack until his foe is ready nor will he strike at another foe. Still once the gauntlet has been laid down A knight who has issued a challenge will fight with renewed vigor and power. He will defy the odds to devastate an opponent and will only rest when victorious or dead.
Archer:
The feel of the arrow as it slides along hardened Yew, the sound of the bowstring bending back taught and singing in anticipation of release, that final rush of action as the bolt is loosed on its narrow and unwavering path to a target. Such is the way of the bow, and the life of an archer. Archers are masters of the bow, able to turn simple wood and twine into a weapon of unmatched precision. A skilled archer can make an arrow more deadly than most any small gun, and can often achieve astonishing feats of aim and fire control. Archers tend to rely almost exclusively on the use of bows and crossbows, using light and medium armor to help keep them mobile. They take pride in their capabilities of accuracy and speed, some to the point of obsessively honing their skills.
Example abilities:
Spiral arrow
“Straight as an arrow’ is a bit less accurate than most people think. The path of most arrows or bolts tends to travel along rather eratically with the shaft itself moving around in flight. Some archers know this, and have learned to turn this seemingly random spinning into a drill like spiral. Such a bolt does not fly as far, but hits with far more penetration than others, dealing more damage than a normal arrow.
Fire Arrow:
While many mages seem to feel that the only way to wield fire as an effective weapon is the long study of magic, many archers prefer to fall back on the more archaic method of improvising these simple flaming projectiles. Consisting of pitch, tar and cloth, a flame bolt can cause quite a bit of fire damage on impact and set flammable objects ablaze. These bolts take a bit longer to fire as they must be lit first, and take up more space in a quiver. Still it is traditional, reliable, and effective.
Geomancer:
The spirits of nature dwell all around us. Spirits of earth, of fire. Elemental life of the trees and rocks. It flows though all things, and though all people. Some people feel this pulse stronger than others. To them the spirits are as real as anyone or anything that can be seen or touched, and just like people and objects these spirits can be easily shaped into weapons by those who know how. These are the Geomancers, men and women who have connected themselves with the spirits of nature and the land to manipulate it to their whims. Most Geomancers specialize in leanring how to use a few kinds of terrain to attack their foe with features like water, solid earth or ice. Some however work instead to turn these elements into real weapons, forming axes and swords out of natural stone or launching storms of ice shards. Most geomancers rely on clubs and axes for armament, as well as medium armors preferably made of leather. Most are chaotic in nature as they revel in the true primal fury of nature. Most geomancers have different abilities to deal with a wide array of terrain.
Example Abilities:
Sinkhole:
When dealing with large amounts of sand and water, such as a beach, A Geomancer with this ability may be able to cause large powerful sinkholes within the ground to trap foes. Such sinkholes would quickly suck in foes unwary enough to miss noticing them. Such sinkholes don’t always do as much damage, but they can slow up or trap the unwary and leave a foe vulnerable to a more direct attack.
Steel Leaves:
To a geomancer, everything in nature can be a weapon. A geomancer with this ability can touch a tree and focus all his power upon them to launch the leaves form them like a torrent of tiny shurikens. This torrent can rip unwary foes asunder easily and is just as damaging as any real metal throwing weapon. A geomancer must be touching a tree for this to work.
Dragoon:
Like their cousin the knight, Dragoons are powerful armored warriors who often swear fealty to a ruler or allegiance to an ideal. However the similarity of Dragoons to knights usually ends there. Dragoons tend to be more pragmatic in nature, living by the spirit of their oaths or allegiance rather than the letter. They master the art of movement both in normal movement and in by way of their powerful Jump attacks. Many dragoons also have at least some focus on Defense, learning to utilize heavy armor to its fullest and almost all use pole arms of some sort to aid in attacking at longer range. While not always Lawful, few Dragoons are chaotic in nature, and most seem to have some sort of fascination with airships that is beyond explanation.
Jump:
The arc typical dragoon attack. Most Dragoons have trained their bodies to grant amazing mobility in heavy armor, to the point where many are able to leap to amazing heights and lengths, then use gravity and their equipment to come back down on a foe with their pole arm to deal amazing damage. While in the air most dragoons move fast enough that they are quite hard to target, meaning that this leaping attack is hard to counter, however such attacks take longer than a normal attack and as such it is still easier to move out of the way of a Jump attack provided one knows its coming.
Dragon Heart:
Dragoons often strive to emulate dragons in some way or another, and many have hearts as strong as the powerful beasts. These Dragoons are totally immune to effects that cast death sentence on them. This strength also allows them to stay standing right up until the brink in most cases,
Samurai:
Like the knight the Samurai is bound by honor and law, warriors who swear themselves to a lord beyond anything else. However for samurai this oath is less about the spirit of the law and more about the letter of a lords word or command. Samurai often wander the lands as living extensions of their sworn lord or in rare instances simply a cause or Ideal. Samurai usually fight with katanas, Long thin swords intended to be used in personal combat with no or light armor. Because of this, and their fighting style, most samurai wear light armor as well, with a few wearing ceramonial armor that is much heavier. Many myths surround the samurai, making them out to be super warriors able to do amazing things and defeat any foe. While this is very far from the truth, Samurai usually have skills that are designed to deal heavy damage to unarmed or lightly armed foes, intended to end fights quickly.
Example Abilities:
Draw Slash:
Many samurai know how to produce a quick, powerful slash directly from the scabbard. This slash is blinding fast and can deliver quite a bit of power. Such a quick attack however has a slow recovery time, and as such leaves a Samurai open should it miss its mark.
Wave Slash:
Some samurai have the ability to channel Ki. Though not as strong as a monk, this power still grants them a considerable advantage in battle. A samurai with this ability can channel energy into the blade of his katana and release it in a powerful rippling beam that moves outward from the end of the blade and slash into a target directly ahead. This attack does not deliver the same punch as the weapon itself but can still be a potent offensive.
Ninja:
Silent killers skilled in the art of stealth and subterfuge, Ninjas act as spies and enforcers for higher powers such as lords or clan leaders, or more often to whoever pays them. Ninja excel at stealth, covert attack and using their deadly reputation to strike fear into their foes. Ninja train for years in stealth, acrobatic movements and practical deception. They use these skills to slay a target quickly and efficiently. However this training does not include as much practical combat skill, forcing most ninja to depend on their maneuverability to escape after an attack. Ninja most often use light armor and ninja swords, as well as a large array of thrown weapons. Many Ninja will stick to simple clothing or black ninja outfits to aid in stealth maneuvers.
Example Abilities:
Throw
Although not as proficient as jugglers, Many ninjas know how to turn any weapon into a deadly thrown weapon. A weapon thrown in this way can deal quite a bit of damage, more than simply throwing a weapon without training. Some Ninja also learn other simple tricks to use along with throwing weapons to maximize effect.
Ninja Vanish:
A quick escape is vital to a ninjas survival. Many tend to carry around a large cache of home made smoke bombs, and have learned to use them to maximum effect. These smoke bombs can be used to mask attacks or a speedy retreat. Usually a ninja with this ability does not have to pay for smoke bombs, but it takes time and resources to create more and as such once they run out they have to wait to make more.
Dancer:
Much like the Bard, Dancers are musically inclined masters of inspiration and changing the mood of a battlefield. However unlike the bard most Dancers tend to make their inspiration a much larger part of the battle, turning the rhythmic chanting and stepping to set the pace of combat . Prancing about a battle most dancers prefer light armor and scarves or other light weapons. Unlike the Bard, many Dancer abilities can revolve more around their own combat, considering that their dancing can make it rather difficult to predict their movements or focus on the movements of others. Most dancers know a repertoires of at least a few dances, usually focused around a set of boons or a particular kind of combat.
Example Abilities:
Dervish step:
Some Dancers are especially adept at avoiding attacks by using the patterns of their dances to keep foes in combat guessing. Such dances not only raise the dancers own agility, but also confounds foes enough to slightly decrease the accuracy of nearby foes. Such a dance is obviously defensive in nature and similar dances are often adopted as part of a dancers repertories in order to make up for the lack of armor.
Scarf Tangle:
Many dancers seem to favor using the Scarf as a weapon. While most may laugh at the idea of using a simple strand of silk in combat, those skilled in its movements are easily able to turn the unassuming garment into a lethal weapon. One of the most common methods of this is the scarf tangle. While dancing to keep up momentum A Dancer may attempt to lash the end of a scarf around a foes extremities. This is usually part of a larger scarf fighting repertoire designed to trip up and immobilize a foe.
Alchemist:
Potions, Ethers, grenades, these items don’t simply appear out of nowhere. The creation and use of items is an art form, an exact science revolving around precise mixture of chemical compounds to yield something more than the sum of their parts. The creation of such items falls under the domain of the Alchemist. Men and women of science, Alchemists dedicate themselves to the creation and use of all sorts of items. Although most alchemists are totally unable to make even potions without time, resources and expensive equipment, most know how to maximize the potency of items to make for more healing or a bigger bang for the buck. Alchemists are also able to find new and interesting ways to use items, and a few are even able to improvise unique chemical compounds for use in combat. Alchemists tend to stick to light armor and ranged weapons such as thrown weapons, crossbows and handguns as well as daggers and other light blades or clubs.
Potion Boost
The power of a potion is often dependant on the ingredients used, with weaker potions often using both inferior ingredients and little more than the core healing chemicals. While the quality of what is already in a potion cannot be changed easily, an Alchemist may add a few of the chemecals he carries on hand to a potion to increase its potency. Such reactions tend to counteract many of the preservatives in potions and as such is rather pointless if the potion is not used right away.
Sodium charge:
Many pure elements are quite potent when in their raw states. Sodium for example has a rather violent reaction to water and even a small amount of moisture can cause a catastrophic and volatile reaction. Many Alchemists will use such compounds to their advantage, for example using a simple vial of water and a smaller vial full of Sodium shavings as an improvised and rather potent bomb. Such an improvised explosive must be fully assembled on the spot, though Alchemists tend to keep such potent chemicals in individual vials anyways, but the resulting bang can be quite worth it.
Priest:
Priests stand for the light. While White mages speak of peace and comfort and offer comfort from pain and suffering, a priest will zealously call out to any who will listen about the absolute power of good and justice in the world. Priests dabble in the highest ecschelon of white magic, forsaking ‘mere’ healing in order to focus on the use of pure white magic. Priests use this conduit of white magic most often to breath new life into the recently fallen or to bring destruction and judgment to the irredeemable wickedness of Demons and the undead. Still in spite of these differences Priests are still very close to their White mage cousins, and require light armor to fully exploit their magical abilities. Also while many priests will stick to the same kinds of weapons as white mages, they seem to have a fascination with bludgeoning weapons of all stripes and as such are also able to use maces and war hammers.
Example Abilities:
Turn the Undead:
Priests are, by their nature, zealots of light. In their eyes the undead are an unforgivable abomination, a twisted perversion of life that must be stamped out at all costs. Many Priests have dedicated their power and lives to stamping out the unholy taint of maligned spirits at all costs. To this end many have the power to channel pure holy energy into a burst around them, turning back the undead and dealing considerable damage with a wave of pure magical light. Such a blast is usually not as strong as comparable spells, but often grows with the caster and has the ability to frighten even weaker sentient undead.
Breath of Life
Sometimes A white mage is unable to get to a fallen comrade in time, unable to administer healing before the spirit has left them, rendering them beyond the aid of conventional healing magics, but not beyond the Priest. Some priests have the ability to infuse white magic into the recently deceased, granting them a new chance at life by reconnecting body and spirit. While not always effective, such an infusion has a chance of yanking the ally back from the brink of death and putting the body in a position where it can hold on.
Wizard:
More commonly known as Black Wizards, These masters of the Arcane have forsaken the basics of black magic to pursue presumably more lofty goals. Black Mages spend their time working on learning how to channel or manipulate the darkest, deepest secrets of black magic. Some turn these goals to Naturally Powerful spells that require far more dedication and work to perfect, while others go out on a limb to research brand new spells that often deal with the power of pure magical energy. The truth is that few really know exactly what seperates a black mage from a wizard unless they have actually studied magic, but to those who know the branch is quite great, and while black mages may develop comparable or even superior abilities to a Wizard, it is rare for one to garner the same level of respect for magical expertise. While wizards prefer the same light armor as most other Mages, their weapon selection often turns more often to staves and books to make up for their otherwise limited Magical focus.
Example Abilities:
Ultima Bubble
Ultima represents the peak of all achievements for a black mage, being one of the most devastating incarnations of Eldritch energy ever known. However this spell can take a lifetime to master on its own and usually forces a Wizard to give up the rest of their life’s work in order to fully master it. Because of this, Some Black Wizards learn to twist the basic principals of the spell into a simple and workable attack. By focusing hard, A wizard with this ability may form a small bubble of energy similar to the Ultima spell. This improved spell does not have the blast radius of the actual Ultima spell, nor does it have the exact same power, but it can still be quite an effective offensive power in its own right.
Dark Beam:
Dark energy, Like Stellar Energy, is a kind of elemental energy found only in the higher echelons of magic. It is a pure distilled source of all that is Maligned and cruel in the world, the embodiment of darkness itself. While a few spells can tap into this energy to devastating results, Some Wizards learn to use it in a much more limited fashion. These wizards can often use force of will alone to form a black beam of Dark energy and project it at a foe, dealing devastating damage, especially against those who are aligned with good and light such as white mages or paladins.
Mystic:
Mystics are hard to place in the world. While seeming to share at least some distant kinship with the Green mage, Mystics have powers that seem to deal in manipulation of balance as opposed to the creation of imbalance that is the focus of the green Mages. One key facet of the Mystics power is that for everything gained, something has to be lost. Fortunately in most cases that translates into a loss of a foes ability and a gain in that of an ally. Some have also made the claim that there are Mystics who can also push though the sands of time, seeing events that may happen by entering long trances or otherwise sacrificing time that they have now.
Example Abilities:
Drain Strength:
Mystics can sometimes turn themselves into conduits of life energy, learning how to draw various attributes from foes and transfer them to their allies. A Mystic with this ability can sap some of the physical strength from a foe in order to add it to an ally. Usually anyone with this ability will also know augmentation spells.
Precognition:
A few Mystics have the ability to see into the future, though its rare to have much control over this. One of the more common manifestations of this is the form of precognitive visions. These visions are not always reliable and often have little more than a moment between when they happen and when they are fulfilled. But with training a mystic can learn to use them to his advantage, reacting to those moments of understanding to act on the knowledge they have gleaned. It is also important to note that these visions are not always accurate, and acting upon them may sometimes bring more harm than good.
Time Mage:
Time is nowhere near as cut and dry as most would think. It ebbs and flows, speeds up and slows down, stops and swirls in on itself unendingly. To most, this movement goes unseen as we are swept up in times twisting eddies, but not so with time mages. The time mage is one of those rare few who, though study, has learned to sense the true flow of time. This understanding not only gives them unparalleled mastery of Time magic but also grants time mages the ability to use their magical skills and force of will to manipulate time in ways most could never imagine. It is also important to note that this knowledge, while amazing, often gives the time mage something of an aloof feel. Others often struggle to comprehend what a Time mage may be thinking or why he may act the way he does. Still in most every other way Time mages are like any other mage. They wear the same light armor, use the same weapons and often have the same understanding of the basics of magic.
Example abilities:
Pause:
Once a person starts to understand what the time stream is, they cam slowly learn how to avoid being swept up in it. A select few time mages have learned how to focus all of their energy and, for a brief moment, step outside of time itself. Such an act requires great exertion of magical energies, so much so that pausing may leave the Time mage all but exhausted afterwords. Still, while it is impossible to affect other objects or people that are not ‘paused’, the ability can grant a time mage a few precious seconds to plan a strategy or avoid a devastating attack. Pausing more than twice in a row could potentially be lethal.
Temporal mirage
A few time mages have figured out that they can make use of their abilities in a rather unique way. While attacking, a time mage with this ability may cause his attacks to happen slightly sooner or later than they should. This ability usually can extend only up to an eight of a second before or after the blow ‘should’ have happened, but in combat such a small fracture of time can be enough to throw off a foes guard or bypass the brunt of an offensive.
Mediator:
There is great strength in numbers. That phrase could be considered the hallmark of the Mediator. Mediators do not depend on their own power, but rather the power to manipulate foes or draw allies to them. The means and method of this often vary. Some Mediators may take up simple diplomacy or learn in depth how monsters behave in the wild to coerce or capture and train them, Others may be strong and resolute leaders who draw followers to a cause simply though oratory, or some other less direct method. Still other Mediators will use magic’s or special skills of some sort to turn foes against one another. From a simple Chocobo rider who is one with his mount, to a mediator mage who can drive one foe against another, all mediators share the common trait of never fighting alone, even if only in spirit. Mediators tend to depend on medium armor to survive, and weapons can range though one handed weapons such as swords, handguns and crossbows.
Example Abilities:
Mount:
Some mediators prefer to depend on a single reliable companion to aid them in battle. For many this translates into forming a connection with a large creature such as a Chocobo to use as a steed and partner in combat. The relationship is symbiotic, with both rider and mount benefiting in different ways. The Chocobo lends reliability and power, with attacks far beyond what the mediator could perform, and in turn the Mediator provides the creature with direction and guidance to focus that power beyond what its kin would be capable of.
Subordinates:
Some people are just in charge, that’s how it is. For whatever reason these people are the ones who call the shots, and they know just how to make use of it. Someone with Subordinates will have a collection of people that follow him for one reason or another, attempting to carry out his bidding. Usually these people are less skilled than the Mediator or use him as a rallying point for an ideal. This can naturally have quite a few benefits as it allows the Mediator to select the right man, or woman, for the job. However such a mediator rarely has a direct impact on the performance of his people and this can leave him personally vulnerable.
Summoner:
Summoners depend on some form of power beyond their own, something greater than themselves that they can draw on for strength. For most Summoners this strength stems from their Summoned spirit, a powerful entity bonded to the persons soul and will as either loyal partner or bound servant. However this is not the only form of summoner out there. Those who can draw on otherworldly strength within themselves, such as the children of mortals and great beasts may also wear this mantel, as would one who has made a bond with a powerful corporial entity often of magical or Mechanical nature. Regardless of what method the summoner uses, all Summoners strive to strengthen the bond they share with their chosen power or powers, learning to affect them in ways no others can. Like most Mages, summoners often prefer lighter weapons and light armor, though many seem to have a preference for staves and maces.
Example Abilities:
Boost Summon:
Normally basic magical spells are unable to affect a Summoned spirit one way or the other. Such beings live beyond the corporeal realm and as such the magics of this world seem to have less if any affect on them when they are drawn to it. Some summoners have found this to be disadvantageous, and so have focused their efforts on learning how to increase a summons power. Such a Summoner may choose to focus on drawing power into himself before drawing fourth his summon, spending as many rounds as he chooses in deep concentration. The longer the Summoner spends doing this the stronger his summon will be when brought to this world. Naturally there are limits to this ability, and it requires the caster to stay totally still, meaning any attacks or other major interruptions will cause the boosting, and the summoning itself to fail.
Inner power:
There are summoners in the world who gain their power though blood rather than pacts. These beings may have some sort of familial tie to a great power far beyond mortal comprehension, or have somehow become infused with magical energy or some other strange force. Such beings spend most of their time fighting in combat as normal, but may be able to focus hard enough and release their inner strength to transform into something more. Such transformations are often unique and unpredictable, ranging from growth in casting abilities to immense physical power. Unfortunately such transformations often have consequences, the most frightening of which would be the inability to control the new powerful form.
Bard:
Sings for his supper, and more. Bards are the victims of their own muses and wanderlust, traveling singers and storytellers who ply their unique brand of entertainment for either a few spare gil or the satisfaction of advancing their own art. Bards come from many walks of life, though few are of a lawful mindset. Some choose to focus on mastery of lore and tall tales, offering up nuggets of wisdom within large mounds of embellishment. Others weave songs to stir the heart and soul to greater prowess in battle, or to greater peace. Others may be a bit more Maligned, seeking to sew deceit and use song and story to dishearten foe and misguide those unfortunate enough to trust them. Most bards match their rather eclectic focus on the more artistic aspect of life with a smattering of various combat styles. They tend towards light or medium armor to aid in travels, but will usually at least learn the basics with a few weapons and simple spells.
Entrancing song:
A muse is a powerful thing, even if it is not real. Knowing how to tug at ones heart strings and distract the mind can be a far more useful trait than most would give it credit for. As masters of the underappreciated facets of adventuring Bards are most likely develop or learn songs that seem quite capable of drawing people into thought and dropping their defenses. Such songs usually do not work in the heat of combat, but can be quite valuable when attempting to allow an ally to snatch an important item, or set up a killing blow.
Bits and Pieces:
Not everyone understands just how important knowing something can be. Some drunken mans rantings within the confines of a back ally tavern may go though most peoples ears and out the other end without ever touching a nerve. Bards do not usually suffer from this ‘malady of character’. They pick up on things, learn things, focus on every detail no matter how minute it may seem. This knowledge can often come in handy later, even many years down the road. Such a bard may recall seemingly random things at times that could come in handy in a specific situation. This won’t always be the case, but it can still be a surprising boon in down and out situations.
Calculator:
Its hard to define a calculator. These men and women are not quite mages, and yet still are in a way. Few understand that the world and everything in it can be seen as little more than a large singular mathematical formula working itself out. The powerful Ultima spell, the clash of steel on steel, the rain falling gently to the ground, all these things are simply mathematical formula playing out in the form of cause and effect. Calculators are those rare few who are able to use some method or another to change those calculations in drastic ways, often with simple formulaic changes. Because their base is so broad and their methodology varies so widely from Calculator to Calculator few have a set way of doing things. In theory a calculator needs little more than a few rocks and her mind to create powerful chain reactions that vanquish foes. However due to the massive number of variables this methodology is often erratic at best. Other calculators may stick to a specific set of devices and methods to cause such chain reactions, mixing improvisation and planning to get rather unique results that are quite unique and at times amazing to behold.
Example Abilities:
Chaos Theory
If a butterfly flaps its wings in Costa Del Sol, A Mako reactor will go critical in Midgar and blow up. People may think of this as an overstatement, but calculators know how true it can be. Such calculators are capable of introducing very simple factors into the equasion of life to get amazing output. Throwing a rock at a foe may do very little, but throwing it at a tree may knock it over onto your opponent. A large cliff may seem insurmountable but a simple hammer tap could cause a rock slide that allows for one to walk up unimpeded. Its all a matter of figuring the variables, something easier said than done. To exploit the world in such a way requires a calculator to spend quite a bit of time focusing on the desired task, running calculations that would make even the most cunning of engineer hold his head in pain. The longer a calculator spends on such a task and the more energy he devotes into his pondering the closer he may get to success. Granted the world does not stop around a calculator, and such musings still have a chance of failure simply because the world changes around them. This is without taking into account how vulnerable a calculator doing these massive equasions can be, considering that they require constant and undivided attention. Most calculators base their individual abilities off of this simple concept, often focusing on one task that they can calculate well.
Mime:
Mimes do by learning. They are masters of mimmickry and observation who make imitation the foundation of their powers. Truth be told few know if Mimes are truly magical in nature or if they simply have a skill for re-enacting things as a natural or developed talent, and to be honest most mimes won’t tell if they know or not. Still it is quite hard to mistake a mime, as they often dress in rather amusing cloths and act in a rather quirky manner. Most will adopt bits and pieces of their companions personalities long before they ever show their own. Many doubt that mimes are even capable of thinking like ‘themselves’ as the training may force them to live inside the minds of others. In and out of battle Mimes are capable of copying things they witness. Powerful spells, mighty acts of swordsmanship, brave fronts of defense, Mimes are capable of it all, so long as the act is still fresh and clear in their mind. For some mimes though this ability to mimic others is more potent in some scenarios than others, resulting in more pronounced mimicry of physical power, magic, or some other narrow field. While most mimes try to copy the kind of gear one or more of their allies may use, most on their own opt for medium armor and weapons, more to be ‘average’ than anything else. Mimes are almost always true neutral so that they may emulate those around them better, though others may be chaotic neutral or other similar alignments.
Example Abilities:
Copycat:
Many mimes simply focus on their core ability to do something they have just witnessed. Nobody is really sure how this strange ability manifests itself, most claim the Mime to be some form of specialized blue mage, while others simply chaulk it up to a childhood of playing copycat. However whatever the source of the Mimes power it is known that the ability is not limitless. While a Mime may be able to copy most any spell, even those of massive power, his body may not be used to such strain, and this could cause a mime to suffer from injury or exhaustion when casting high level spells or using a difficult melee attack without causing fatigue or injury. A normally inexperienced Mime trying to copy Ultima may in fact cause himself great injury or even push himself close to death.
Adopt Trait:
After spending enough time around a particular friend or fellow warrior, a Mime sometimes starts to adopt their method of attack, at least when the friend is around. The ability to copy this trait only really works when the mime is close enough to see the person who has actually learned the skill using it, even if they are not actually using it. It is also important to note that without the training to back up the method of attack, there is a greater chance of failing in implementing it properly.
Gambler:
Some people just like to live by luck. Maybe it’s the thrill of having ones life more out of their hands than it could be, or perhaps its some notion that other people don’t have the same level of luck, For some it could simply be that they can’t get a real job. Whatever the case Gamblers often tend to carry themselves with an air of carefree whistfulness and mirth. Gamblers are naturally chaotic, though a few Lawful ones may exsist as experienced conmen or bookmakers. When it comes to attacking most gamblers leave it up to fate as well. They tend to depend on bar weapons or anything that can be easily hidden, and often wear light or medium armor. A gambler will most often fight with attacks involving Gil or luck in some form or another, often playing off of simple gambling mechanics such as slots or blackjack. It is not uncommon for gamblers to have a reputation as foolhardy and self confident to a fault, especially considering that they often live life on the edge of a coin.
Example abilities:
Gil Throw:
Money doesn’t do you much good if you die. Considering that most gamblers would ‘invest’ the money on the poker table or ‘betting on the birds’ anyways, its usually considered a safer bet to learn how to use these funds as a form of attack. Often the amount of Gil thrown in this case is negligible, amounting to little more than pocket change, however some Gamblers perfect this ability to an art, often able to throw a single coin with the deadly power and precision of sharpened dagger. Naturally many gamblers have a variant of this ability, or even a few. Odds are good a gambler can break even from this attack after a couple of nights at the poker table.
Coin Toss:
Most gamblers put their stock in luck more than anything else, and for some this means that even making decisions without that factor of knowing how ones luck may turn is all but unthinkable. A Gambler with this ability can flip a coin before making his decisions, perhaps leading to a better outcome. However considering that it is luck, the decision may still only exacerbate the situation, but it often seems that when such flips happen things just may work out in the end, though its by no means a guarantee that things won’t blow up in the Gamblers face.
Scholar:
Scholars long ago gave up the idea of specialization in any one form of magic for a greater mastery of all. These men and women devote their lives to the practice of studying each magic in turn and learning how magic works in its most base and holistic form. Because of this high-minded pursuit of knowledge, it is not uncommon for Scholars to excel not only in the realm of magic but in all forms of study and learning. If a scholar takes a fancy to a subject odds are good he will know more about it than any other authority, even those who are directly involved with whatever it may be. In terms of magical capabilities the powers of the scholar tend to revolve around blending several different forms of magic or having mixed spell sets that revolve around different forms of magic to different degrees. Scholars seem to favor tomes more than most any other weapon.
Example Abilities:
Circle of Decimation
Many scholars know powerful rituals that are otherwise lost to the common mage. Though study, they learn how to harness powers far beyond anything they could initially channel. These powerful spells often require long preparation and costly or hard to find components and foci, making them totally useless on the spur of the moment. However Such ritual spells in the hands of a wise scholar can turn the tide of battles or even wars for one side or the other. One such spell is the circle of Decimation. This special incantation requires over a week to carve a special set of intricate runes both in a floor and in a set of crystals to be hung from the ceiling. One day of pure concentration is required then to cast the spell, which washes away the runes as it takes shape. The results however are well worth it. This spell combines pure forces of white and black magic in massive amounts, forming a resonating beam that for a few split seconds moves off at the behest of the caster. This beam can rip though buildings and lay unprepared foes to waste, and its powerful white magics are particularly potent against the undead and demons as well. Even the most saged of scholars knowing more than one ritual of this power is almost unheard of, as it takes a lifetime of dedication to master. Still, many other Scholars will know a larger number of far less potent ritual spells often with time and complexity far more fitting of a less potent effect.
Counterspell:
Not all Scholars focus on rituals and long winded incantations, some instead choose to look at spells that are more common, simply examining them in depth. Such Scholars will spend months or even years casting a single spell over and over to study every facet of it. From trigger to finish from time to area. It is though this knowledge that many scholars learn how to force pure arcane energy into a powerful blast that can disrupt the energy of other spells. Because of the power and precision needed to counter a spell, it often takes about as long to manifest a counter spell as it does to prepare the spell itself, and as such the spell must be caught in mid-cast.
Paladin:
Even among those of faith and goodness, the Paladin stands as a paragon of pure light and justice. The most common paladins come from the ranks of priestly trianees or squires and young knights who are either selected to serve a ‘higher calling’ or feel that they are meant to work for an ideal greater than themselves. Paladins train with the same weapons and armor as knights, however because of their training and dedication to good Paladins learn special abilities and attacks that allow them to deal greater damage to evil or wicked people or heal injured comrades. Because of their nature almost all paladins are lawful good, following the strict codes of a knight with the adherence to good that almost always comes with the training of priests and white mages. It is rare to see a paladin fall, and those who do usually forsake their training to become Dark Knights.
Example Abilities:
Smite:
The arc typical Paladin ability is to smite wicked and evil men, delivering a powerful bolt of white magic that is totally antitheme to evil. While the truth is that many Paladins use this power in any number of unique ways, the most common and well known Smite is to simply wreath a weapon in holy energy before delivering a blow. It takes time to focus holy energy around the weapon and once the target is struck it dissipates. The holy energy of a smite will usually do nothing to one without true evil in their hearts, meaning that many paladins are able to charge in using their powers confident that it will spare the good and punish the wicked.
Lay on Hands:
Paladins are not white mages or priests, but as conduits of white magic many have at least a little extra healing ability. Given a few minutes to concentrate, a Paladin who is able to lay on hands is easily able to heal minor wounds and stabilize wounded allies or anyone else in need. Many Paladins with such healing abilities usually feel obligated to render healing even to those who may be evil or malevolent, provided they are not a major threat.