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The Atheneum (LS Recruitment and Interest Check)


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<THE ATHENEUM>

 

"To the victor: glory, prestige, and power unimaginable. 

To the defeated: honor and an end to their unattainable dream."[/align]

 

 

[align=left]Eons before the rise and fall of the great Allagan Empire, there existed a great foundry of knowledge. A repository of power that grew too dangerous for any to wield. Unable to unmake their own creation, the Yul'Mendal sealed the repository using a spell that cost the lives of every single member of their civilization, silencing their empire in an instant and leaving it buried several thousand malms under the eternal sands of the Sagolii desert.

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[align=left]For almost seven Eras the Atheneum has remained dormant. But time erodes all things, and the sacrifice of the Yul'Mendal, forgotten even to legend,  is no exception.

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The Seventh Umbral Era gave rise to the Elder Primal Bahamut and its rampage would annihilate what little remained of the seal, along with most of Cartaneau Flats. Five years since, the Atheneum has quietly and carefully siphoned Aether, sipping on the altered currents in wake of Bahamut's release. 

 

 

As the gears of fate begin to turn, the Atheneum selects individuals all throughout Eorzea to come and claim it. They come from all walks of life, their paths as different as a spiraling kaleidoscope. The only thing they truly share is a relentless desire to achieve or attain something beyond them.

 

 

The Atheneum seeks a Master. Be it good or evil. Light or dark. White or black,the Atheneum cares not. 

 

 

[align=left]For absolute power simply is.

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Mission Statement

 

[align=left]The battle of the Atheneum is a tag-team all-out war between those selected. However, there are no true rules of engagement. The Atheneum is an impartial entity and seeks only those with the conviction to use it to its full potential. Alliances will be forged and broken. Friendships and loves tested.

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[align=left]The Atheneum is not only a medium for our characters to fight and even die, but a chance to develop them in a new and challenging way. How would your character react to being given the sole chance to achieve something he or she thought impossible? What would he or she sacrifice to achieve it? How would he or she emerge victorious? The goal of the Atheneum is to explore these questions and even enact them. Heroes, villains, rich, poor, and all those in between are welcome.

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[align=left]There is an underlying story behind the Atheneum that will reveal itself as the plot progresses, but the outcome is not set in stone: it is meant to be organic and character-driven.

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Mechanics

 

  • Homebrew Dice-Rolling - Battles in the Atheneum will utilize dice-rolling based on modifiers derived from a simplified character sheet. I've made efforts to make the process as simple and painless as possible so that those unused to table-top RPGs are able to adapt easily. Encounters can be premeditated via OOC between those involved or completely random. 


     

  • [align=left]The Curse of Sacred Sigils Three - Once the Atheneum has selected your character, he will be branded physically and Aetherically. Somewhere on his body, a three-pronged tattoo will appear. Each prong symbolizes how many lives the Atheneum will grant your character should he fall in battle. One prong will vanish each time he dies. His body and soul will be flung through the Lifestream and restored somewhere in Eorzea to prevent him from being killed by the other participants immediately after his resurrection. Upon his third death, your character is deemed unworthy and effectively removed from the competition. He may try and claim the Atheneum for himself even without the Sigils, but he will risk permanent death. Participants will be recognized by the tattoos regardless of their attempts to physically or magically hide them because they will resonate if two combatants are close enough.
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  • [align=left]The Blessing of the Yul'Mendal - To add a level of complexity, the Atheneum will mentally bond two participants, creating a total of fourteen pairs. These teams are given free reign as how to approach the conflict. Whether they strike it out on their own, bide their time and wait, or join forces with other teams is up to them. But all know there can only be one Master. Those bonded will be able to communicate using telepathy (IC whispers) to scheme, cavort, and converse as they wish. These bonds are not set in stone, and in the event that a member is eliminated, the Atheneum will bond the remainder to another as soon as possible.
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[align=left]Rules and Regulations

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  1.  
  2. No OOC drama allowed at anytime.


     

  3. Dice-rolling during battle is mandatory.


     

  4. Maintain a high standard of RP. Be it combat or conversation, this is to ensure all encounters between the participants are engaging and story-driven.


     

  5. [align=left]Fun comes first. Members of the Atheneum will support its members storytelling and playstyles. Due to the nature of the Atheneum's backstory, lore-bending and occasional breaking is allowed as long as it remains FUN. Members are to remain flexible and open minded.
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  6. Honor system. The outcomes are not set in stone, so all participants are expected to be honest about their dice-rolling and the outcome of each conflict. Because there is no GM to oversee all the confrontations, each member is expected to maintain his or her personal integrity.


     

 

[align=left]The Chosen:

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  1.  
  2. [align=left]Varus Rosenthal/Anita Aezantia
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  3. [align=left]Breitak Zod/Zaius Rhal'seer
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  4. [align=left]Clover Clovey/Jarben Raret
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  5. [align=left]Gunther Wallace/Sanzoku Sharpeye
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  6. S'honji Hayakawa/Reserved


     

  7. [align=left]Jikam Constans/Z'aniyah Jhamei
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  8. Placeholder/Placeholder


     

  9. [align=left]Placeholder/Placeholder
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Character Sheet:

 

These stats are modeled after FFXIV and will utilize a 1d20 via rolls.org. Each point is worth +1 modifier. In addition to affecting combat rolls, certain stats will also effect related actions and save rolls. You do not need to use all 5 attribute points if it does not fit your character. 0 points in an attribute is considered normal.

 

When creating your character sheets, I ask you do not mini-max. Do not worry if your character is weak in multiple areas, as it will make you rely more on your partner to fill in the gaps and vice-versa.

 

Attributes:

  • Strength: Affects physical melee attacks.
  • Dexterity: Affects ranged attacks/Initiative bonus.
  • Vitality: Affects melee and ranged defense.
  • Constitution: Overall HP. Each point is worth 1HP. If no points are placed, default to 3HP.
  • Intelligence: Affects Magic Attacks.
  • Mind: Affects Healing Power. If no points are placed, default healing spells to 1HP. Healing spells gain 1/2HP per point.
  • Piety: Overall MP/Magic Defense. Each point is worth 1MP. If no points are placed, default to 4MP. 
     
     

Skills and Abilities

 

This portion is more freeform and is based on your character's skillset and special abilities. They can be completely original and can have a +/- 1-2 Modifier.

 

You are allowed THREE +/- 1 skills/abilities or ONE +/- 2 skill/ability.

 

Example:

 

Elemental Affinity - Wind: All wind-based elemental attacks and defenses are increased thanks to an inborn talent. +1 Modifier to attack and defense rolls for and against the wind element.

The Chosen must then select one of the following default skills:

  • Magic Resistance: The Atheneum has granted you an aetherial shield against magical assaults. +1 to magic defense rolls.
  • Independent Action: The Atheneum has granted you 2 additional points in an attribute of your choice if you operate independently of your partner or if your partner is deceased. This attribute can be changed at the beginning of each battle.
  • Mad Enchantment: At the beginning of each battle, the Atheneum increases your STR by 3 at the cost of your sanity, making you attack anything that gets in range, including your allies. Lasts until all but yourself and your partner are standing. Disengaging is practically impossible unless dragged away from the conflict somehow.
  • The Mind's Eye: The Atheneum has blessed you with knowledge of your opponent's fighting styles and spells. +1 to physical defense. 
  • Presence Concealment: The Atheneum enhances your skill in subversion. You receive a +4 to initiative roll and your first attack if it is a sneak attack or ambush of some kind.
  • Aether Burst: The Atheneum increases your magical potency over the course of the battle. You gain a +2 modifier to your first, third, and fifth magic attack.
  • Heart and Harmony: The Atheneum boosts your healing potency as the battle rages. Your first, third, and fifth healing skill or spell restores an extra 1HP.

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Combat Basics:

 

Ultimately, combat rolls will be the attackers offensive roll vs the defender's defensive roll.

 

For physical attacks, it will be the attacker's STR vs the defender's VIT. For magic, it will be the attackers INT vs the Defender's PIE. Note that almost all offensive skills except healing skills still require a combat roll to determine success.

 

There are no critical hits, regardless of actual injury. Even if your character's arm is cut off, as long as he still has has 1HP, he can still technically fight. The Atheneum will force your character to stay alive by infusing his body with enough Aether to continue until he is completely incapacitated or killed.

 

Upon death and revival, your character will be restored to the state he was when he was Chosen, reversing any sort of permanent damage sustained during his bid for the Atheneum. This allows combatants to go as far as they want without worrying about permanently destroying their characters.

 

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Skill Guidelines:

 

All modifiers will be rounded DOWN. All MP and HP costs will be rounded UP.

 

All "regular" skills and spells will cost 1MP.

 

Cross-class skills are allowed.

 

Offensive skills and spells require combat rolls to be successful. Healing spells do not.

 

AoE Skills/Spells: Party-wide beneficial spells have a minimum of 1/2MP per person affected. AoE offensive spells have a minimum of 1MP per person affected. MP costs are not added for affected allies caught in your offensive spells/skills.

 

Channeled Skills/Spells: Cast time of 2 turns. If hit by an attack, roll 1D20+MND with a difficulty check of the attacker's offensive roll to determine if caster is interrupted. If SILENCED during the cast, roll a 1D20+MND vs the attacker's offensive roll to determine if the spell backfires. If spell backfires, -1HP.

 

Buff skills like Raging Strikes, Blood for Blood, Swiftcast, Surecast, Shroud of Saints, Second Wind, etc. Are Free Actions and the player can still use another skill or attack in the same turn. You can only use two Free Actions per turn. Unless specifically stated in the skill, you cannot take free actions during your opponent's turn.

 

All debuffs/buffs are removed at the beginning of the turn if the duration has expired. So, Raging Strikes is still active until the beginning of your next turn, allowing you to benefit from it if you use Haymaker during your opponent's attack.

 

DoTs can be shaken off before their full duration expires. The victim rolls a 1d20+VIT vs the original attack roll of the DoT. Damage is applied BEFORE this save roll.

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The Chosen:

 

Varus Rosenthal - Magus (BLM)

 

Attributes:

  • STR: 0
  • DEX: 0
  • VIT: 0
  • CON: 0
  • INT: 3
  • MND: 0
  • PIE: 2

Skills and Abilities:

 

  • Aether Burst: The Atheneum increases your magical potency over the course of the battle. Gain a +2 modifier to your first, third, and fifth magic attack.
  • Path of the Magus (Passive): A lifestyle more than an occupation. Differing from a mage or a magic user, a Magus is someone who sacrifices their humanity to achieve the impossible using magic as a medium. They oft attain great power at equivalent cost to themselves or those around. +1 to INT.
  • Flow and Transference of Power (Passive): Mastery over the movement and manipulation of energies and information. All energy-based and mental attacks are blunted. -1 modifier to all enemies' energy-based attacks (Thermal, Photon, Electric, Fire, Wind/Kinetic, Aetherial, etc).
  • Aetherial Shield (Passive): An invisible, body-tight weave of Aether that shields against physical attacks. +1 to VIT.

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Anita Aezantia - Dark Knight (PLD)

 

Attributes:

  • STR: 1
  • DEX: 0
  • VIT: 1
  • CON: 3
  • INT: 0
  • MND: 0
  • PIE: 0

Skills and Abilities:

 

  • Heart of Harmony: The Atheneum boosts your healing potency as the battle rages. Your first, third, and fifth healing skill or spell restores an extra 1HP.
  • Innocent Monster (Passive): Despite aspiring to succeed her father and his clouded lineage, Anita strives to preserve her innocence and nobility no matter how black the path she walks truly is. +1 to PIE.
  • Phantom Veil (Passive): A shadowy optical illusion trails after Anita's movements. Enemies attacking her receive a -1 to attack rolls if they rely on sight. Does not stack with Blind.
  • Spellblade (Passive): Combining both her talent mage and her training as a Paladin, Anita has devised a way to can encase her blade in magical elements such as fire to increase the potency of her strikes. +1 STR.

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Gunther Wallace - The Engineer (BLM)

 

Attributes:

  • STR: 1
  • DEX: 0
  • VIT: 1
  • CON: 0
  • INT: 3
  • MND: 0
  • PIE: 0

Skills and Abilities:

 

  • Presence Concealment: The Atheneum enhances your skill in subversion. You receive a +4 to initiative roll and your first attack if it is a sneak attack or ambush of some kind.
  • Freehand Magic (Passive): Through long and bitter training, Gunther can cast spells without using a medium such as a staff or wand. The training involved made him very sensitive to the nature of aether and he casts with terrible and ruthless efficiency. +1 INT.
  • Aetheric Veil (Passive): By gathering and condensing aether around him he can dull physical attacks. +1 to physical defense.
  • Close Range Training (Passive): All casting and no punching makes Gunther a dull boy. To avoid that, Gunther has received extensive hand to hand combat training, and has no qualms about utilizing it. +1 to STR.

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Jarben Raret - The Captain (WAR)

 

Attributes:

  • STR: 2
  • DEX: 0
  • VIT: 0
  • CON: 2
  • INT: 0
  • MND: 0
  • PIE: 1

Skills and Abilities:

 

  • Mad Enchantment: At the beginning of each battle, the Atheneum increases your STR by 3 at the cost of your sanity, making you attack anything that gets in range, including your allies. Lasts until all but yourself and your partner are standing. Disengaging is practically impossible unless dragged away from the conflict somehow.
  • Momentum (Passive): After this first successful attack, Jarben gains a +1 modifier to his attack rolls at the cost of -1 physical defense. This effect lasts until he misses or is hit.
  • Hellsguard (Passive):Jarben's clan is well-versed in magic, and as such, is naturally resistant to its effects. +1 to magic defense.
  • Juggernaut (Passive): Jarben's years spent fighting the ever-present beastman threat have hardened his body to its physical peak. +1 to physical defense rolls.

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Sanzoku Sharpeye- The Brigand (ARC)

 

Attributes:

  • STR:
  • DEX: 3
  • VIT: 1
  • CON: 1
  • INT: 0
  • MND: 0
  • PIE: 0

Skills and Abilities: 

  • The Mind's Eye: The Atheneum has blessed you with knowledge of your opponent's fighting styles and spells. +1 to physical defense. 
  • Highway Robbery: The brigands imposing figure and unnatural confidence makes him an intimidating opponent, even for seasoned adventurers, his presence slowing the opponents reflexes. (Lowers opponents DEX by 1)
  • Quickfooted Thief: It's not easy to move fast enough to keep up with a charging chocobo pulled caravan, and the years of doing just that have left the Brigand light on his feet and slight of step. (+1 DEX)
  • Common thug: Years of forcing others out of their treasured possessions, often from their unwilling hands, have granted the Brigand additional muscular strength. Who says crime doesn't pay. (+1STR)

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Jikam Constant - The Wanderer (DRG)

 

 

Attributes:

  • STR: 2
  • DEX: 0
  • VIT: 1
  • CON: 1
  • INT: 0
  • MND: 0
  • PIE: 1

Skills and Abilities:

 

  • The Mind's Eye: The Atheneum has blessed you with knowledge of your opponent's fighting styles and spells. +1 to physical defense.
  • Guardian Angel(passive): A force beyond the understanding of the young miqo'te has seemed to guide him his entire life, and up until recently, has done well to keep him out of harm's way. +1 to Magic defense rolls.
  • Light on your feet(passive): Time spent as an acrobat and on the road for years has developed into quick reflexes and agile dexterity. This skill provides +1 to DEX.
  • "And let no harm befall them..."(passive): Heavily focused upon the characters ultimate goal, he is only riled further when the ones he hold close to him are befallen of harm. For one round after the partner (assuming they are present in the fight) takes damage, increase Melee Attack rolls by +1.

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Breitak Zod - The Mercenary (WAR)

 

Attributes:

  • STR: 3
  • DEX: 0
  • VIT: 1
  • CON: 1
  • INT: 0
  • MND: 0
  • PIE: 0

Skills and Abilities:

 

  • Mad Enhancement: At the beginning of each battle, the Atheneum increases your STR by 3 at the cost of your sanity, making you attack anything that gets in range, including your allies. Lasts until all but yourself and your partner are standing. Disengaging is practically impossible unless dragged away from the conflict somehow.
  • Weapon Master (Passive): A (relatively) long life spent on countless battlefields has allowed Zod to use and master many tools of war, granting him a +1 attack roll with any physical weapon.
  • Gets the Job Done (Passive): Any mercenary will develop a reputation over time, and Breitak is no exception. Despite his bloodthirst and violent tendencies Zod always finishes a job he's hired for. Even if reduced to 0 HP Breitak can continue to fight for 1 round. All attributes are reduced to 0 for his final turn.
  • Veteran of War (Passive): You don't get to middle age as a professional mercenary by being easy to kill. +1 to Physical defense rolls.

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Clover Covey The Sleeper (BRD)

 Attributes:

 

  • STR: 1
  • DEX: 2
  • VIT: 1
  • CON: 0
  • INT: 0
  • MND: 0
  • PIE: 1

Skills and Abilities:

 

  • Presence Concealment: The Atheneum enhances your skill in subversion. You receive a +4 to initiative roll and your first attack if it is a sneak attack or ambush of some kind.
  • Force of Will (Passive): Born with the unstoppable determination to become greater than the greatest. Add +1 to Physical defense rolls.
  • Shell of Fear (Passive): Hide the heart from further sorrow and conceal true feelings. Add +1 to Magical defense rolls. 
  • Lucky Number XIII (Passive): With so much more to learn and plans sure to fail, a rookie has to get desperate sometimes. Let luck be the last resort. When hit points fall below half, add +1 to DEX.

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S'honji - The Scoundrel (ROG)

 

Attributes:

  • STR: 0
  • DEX: 0
  • VIT: 0
  • CON: 2
  • INT: 0
  • MND: 0
  • PIE: 3

Skills and Abilities:

 

  • Presence Concealment - The Atheneum enhances your skill in subversion. You receive a +4 to initiative roll and your first attack if it is a sneak attack or ambush of some kind.
  • Hiding in plain sight - The scourge has made a business out of surprise and discord on the battlefield. With years of pilfering, evading and escaping being the sole thread keeping him one step ahead of his enemies, Opportunity is the Scourge's biggest weapon. Allowing him to blend in with crowds or even stay hidden amongst the most vibrant Scenery. Knowing when to play his cards, fold, or flip a table, the scourge always has an ace up his sleeveAllows you to be considered disengaged from combat if opponent loses track of you. -2 MP.

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Skill List:

 

Arcanist:

 

  • Aetherflow: Provides 1 Aetherflow with a maximum of 3. CD of 3 Turns, 0MP.
  • Bane: Spreads Bio to to enemies adjacent to the target. Counts as an AoE attack. Consumes 1 Aetherflow in place of MP.
  • Bio/Bio II: Magic Attack. Deal 1/2HP per turn for 4 turns. Round down if dispelled early. 1MP.
  • Energy Drain: Consume 1 Aetherflow and drain 1MP from the target. Roll as magic attack. No CD.
  • Eye for an Eye: +1 to Target's physical defense for 1 turn. CD of 3 turns. Costs 1MP.
  • Miasma: Debuff. Reduces all healing done to the target by 50% for 2 turns. Roll as magic attack. Costs 1MP.
  • Physick: Heal 1HP + 1/2MND. Cost 2MP.
  • Ruin/Ruin II: Ranged Magic attack for 1HP.
  • Resurrection: Channeled skill. Roll 1d20 vs 15 on your second turn. If successful, target is raised with 1HP. Only works if target is KO'd. Not applicable if target is legitimately dead. 2MP. Cost is only applied if successful.
  • Rouse: +1 to all pet rolls for 1 turn. CD of 3 Turns. 1MP.
  • Summon I/II: Summon a Carbuncle for 1MP or 1 Aetherflow. All Attributes are 1/4th of the caster's rounded down. Carbuncle can take actions one turn after its summoning and will take its turn before its master.
  • Backdraft: Knocks the target back deals no damage unless terrain conditions apply (Knocked out of a window/building, etc) 1MP.
  • Curl: +1 to Physical Defense for 1 turn. CD of 3 turns. 1MP
  • Gust: Ranged magic attack. Deals wind magic damage.
  • Gouge: Melee physical attack for 1HP.
  • Downburst: AoE version of Gust. See AoE rules.
  • Shining Emerald/Topaz: Ranged Magic Attack. Deals 1HP to all targets afflicted with a DoT from its master. See AoE rules.
  • Storm: Melee physical attack. Stun target for 1 turn if successful. CD of 3 turns. 1MP.
  • Sustain: Heal Pet for 1HP. CD of 3 Turns, 0MP.

 

Scholar:

 

  • Adloquium: +1 to target's defense roll for 2 turns. 1MP.
  • Leeches: Removes one status effect. 1MP
  • Sacred Soil: Reduces all AoE damage in the target area by half, rounded up. Consumes 1 Aetherflow.
  • Lustrate: Heal target for 1HP + 1/2MND. Consumes 1 Aetherflow. Counts as a free action. CD of 3 turns.
  • Succor: AoE version of Adloquium. See AoE rules.

 

Summoner:

 

  • Fester (Passive): Deal 1HP extra when your DoTs wear off after going through their full duration.
  • Spur: Increases all pet damage by 1HP for 2 turns. 1MP
  • Tri-Disaster: Magic Attack. Deals 1HP to target and all adjacent enemies. Inflicts Bind for 1 turn. See AoE rules.
  • Summon Garuda: Summon a Garuda-Egi for 1MP or 1 Aetherflow. All Attributes are 1/4th of the caster's rounded down. Garuda can take actions one turn after its summoning and will take its turn before its master.
  • Wind Blade: Ranged magic attack. Deals 1HP wind damage. 
  • Shockwave: Knocks the target back deals no damage unless terrain conditions apply (Knocked out of a window/building, etc) 1MP.
  • Aerial Slash: AoE version of Wind Blade. See AoE rules.
  • Contagion: Extends the duration of your next DoT or Debuff by 2 turns. 1MP.
  • Aerial Blast: Melee Magic Attack. Deals 1HP to all adjacent enemies and knock them back. Depending on terrain, extra damage may be inflicted by knock back. See AoE rules.
  • Summon Ifrit: Summon an Ifrit-Egi for 1MP or 1 Aetherflow. All Attributes are 1/4th of the caster's rounded down. Ifrit can take actions one turn after its summoning and will take its turn before its master.
  • Burning Strike: Melee Physical Attack. Deals 1HP. 
  • Crimson Cyclone: Melee Physical Attack. Deals 1HP. Stuns target for 1 turn. CD of 3 turns. 1MP.
  • Flaming Crush (Passive): First, third, and fifth melee attacks have a +1 modifier to attack rolls and are of the fire-element.
  • Radiant Shield (Passive): All fire-damage spells are blunted. -1 to oncoming fire element attacks.
  • Inferno: Frontal cone AoE Fire Magic Attack. Deals 1HP to all enemies in the target range.  Enemies may body-block for another if within range and take their damage in their stead. See AoE rules.
  • Summon Titan: Summon an Titan-Egi for 1MP or 1 Aetherflow. All Attributes are 1/4th of the caster's rounded down. Titan can take actions one turn after its summoning and will take its turn before its master.
  • Rock Buster: Melee physical attack. Deals 1HP.
  • Mountain Buster: AoE Magic Attack. Deals 1HP to all adjacent enemies. Depending on terrain, extra damage may be inflicted by knock back. See AoE rules.
  • Earthen Ward: Decreases damage received by Titan and its master 1HP for 2 turns. 1MP.
  • Landslide: Melee physical attack. Deals 1HP and stuns for 1 turn. CD of 3 turns. 1MP.
  • Earthen Fury: Melee Magic Attack. Deals 1HP to all adjacent enemies and stuns them for 1 turn. See AoE rules.

Archer:

 

  • Heavy Shot/Bloodletter/Misery's End: Ranged Physical Attack. Deals 1HP.
  • Barrage: Allows one additional physical attack. CD of 5 turns. 1MP.
  • Blunt Arrow: Ranged physical attack. Deals 1HP and Silences the target for 1 turn. 1MP.
  • Flaming Arrows: Ranged elemental attack. Caster selects one element to attune his arrows to. All attacks now deals 1HP of selected elemental damage for 3 turns. 1MP.
  • Hawkeye: +1 to DEX for 2 turns. CD of 5 turns. 1MP.
  • Quelling Strikes: Reduces damage taken by 1HP. Can be used after an opponent's successful attack. CD of 5 turns. 1MP
  • Quick Nock: Frontal cone AoE physical attack. Deals 1HP to all enemies. Enemies may body-block for another if within range and take their damage in their stead. Friendly fire possible. See AoE rules.
  • Raging Strikes: +1 to Physical attack rolls for 1 turn. CD of 3 turns. 1MP.
  • Shadowbind: Ranged physical attack. Pins the target down for 1 turn. 1MP.
  • Swiftsong (Passive): +1 to initiative roll to all allies.
  • Wide Volley: Deal 1HP physical damage to the target and all adjacent enemies. Friendly fire possible. CD of 5 turns. See AoE rules.
  • Windbite: Ranged Physical Attack. Deal 1HP wind-elemental damage. If attack roll was 3 or more above opposing defense, attack again. 1MP.
  • Venomous Bite: Ranged Physical Attack. Deal 1HP and apply poison that deals 1/2HP for 3 turns. 1MP.

 

Bard:

 

  • Army's Peon: +1 to allied attack roll at the cost of 1MP per ally and 1MP per turn to maintain.
  • Mage's Ballad: Restore 1MP to the whole party at the cost of 1/2MP per allied MP restored and 1MP per turn to maintain.
  • Foe's Requiem: Increase all magic damage dealt by 1HP. 1 and 1/2MP per enemy affected and 1MP per turn to maintain.
  • Rain of Death:  Deal 1HP physical damage to the target and all adjacent enemies. If used right after Wide-Volley,  all affected enemies have -1 to their defense roll. Friendly fire possible. See AoE rules.
  • Battle Voice: The next song cast is free of initial and upkeep costs for 2 turns. 0MP. Can only be used once per battle. Caster is then muted/silenced for the rest of the battle due to vocal fatigue.

Conjurer:

 

  • Aero: Magic Attack. Deal 1/2HP per turn for 4 turns. Round down if dispelled early. 1MP.
  • Aero II: AoE version of Aero. Deal 1/2HP per turn for 4 turns to the target and all enemies adjacent. See AoE rules.
  • Cure/Cure II: Heal 1HP + 1/2MND. 1MP. For this system, there are no differences between Cure and Cure II.
  • Cure III/Medica/Medica II: Channeled skill. AoE version of Cure/Cure II. Heals target and all allies adjacent to targets.  For this system, there are no differences between Cure III/Medica/Medica II. See AoE rules.
  • Esuna: Removes one status effect. 1MP
  • Fluid Aura: Knocks the target back deals no damage unless terrain conditions apply (Knocked out of a window/building, etc) 1MP.
  • Protect: AoE buff. +2 to physical and magical defense for 3 turns. If cross-classed, this skill only applies a +1 to physical defense. See AoE rules.
  • Repose: Debuff. Roll as magic attack. Sleep one target for 3 turns. Any sort of damage removes this effect including attacks from allies. CD of 6 turns. 1MP.
  • Stoneskin: Reduces damage received by the next attack by 1HP. 1MP.
  • Stoneskin II: Channeled skill. AoE version of Stoneskin. See AoE rules.
  • Shroud of Saints: Regain 1MP. CD of 3 turns.
  • Stone: Ranged magic attack. 1MP.
  • Stone II: AoE version of Stone. See AoE rules.

White Mage:

 

  • Benediction: Heals for 4HP. Cannot be used more than once per battle. Consumes all MP. Costs a minimum of 3MP.
  • Divine Seal: Increases the healing potency of the next two spells by 1HP. Lasts three turns or until two healing spells are cast. 1MP
  • Holy: Channeled skill. Melee Magic Attack. Deals 1HP to all adjacent enemies and stuns them for 1 turn. See AoE rules.
  • Presence of Mind: Reduces cast time of the next spell by 1 turn. 1MP
  • Regen: Heal 1/2HP per turn for 2 turns + MND. Effect is removed upon receiving damage. Round regained HP down if ended prematurely. 2MP.

Gladiator:

 

  • Awareness: +1 to physical defense for 1 turn. 1MP.
  • Bulwark: +1 to physical defense for 1 turn. 1MP.
  • Convalescence: Heals self for 1HP + 1/2MND. 1MP.
  • Circle of Scorn: AoE melee physical attack. Deals 1HP to all adjacent enemies. Friendly fire possible. See AoE rules.
  • Fast Blade/Savage Blade: Melee physical attack. Deals 1HP.
  • Flash: Blinds a target or targets adjacent to the caster for 1 turn. -1 to physical attack rolls if the victim relies heavily on sight (Does not affect naturally blind characters). Can be single target or AoE. See AoE rules. 1MP if single target.
  • Fight or Flight: +1 to physical attack rolls for 1 turn. 1 MP.
  • Riot Blade: Melee physical attack. Removes 1MP from target if successful. CD of 5 turns. 1MP.
  • Rage of Halone: Melee physical attack. -1 STR to target for 1 turn if successful. 1MP.
  • Rampart: Free action. Can be taken after an opponent's successful attack. Reduces oncoming damage by 1HP for 1 turn. 1MP.
  • Sentinel: +1 to magical defense for 1 turn. 1MP.
  • Shield Lob: Ranged melee attack. Deals 1HP. 1MP.
  • Shield Bash: Stuns target for 1 turn if successful. Deals 1HP. CD of 4 turns. 1MP.

Paladin:

 

  • Hallowed Ground: Invincibility for 2 turns. Cannot be used more than once per battle. Consumes all MP. Costs a minimum of 3MP.
  • Cover: Free action. Can be taken after an opponent successfully attacks target ally. Receive all damage taken by target ally. Lasts for 3 turns and is removed upon successful hit. CD of 5 turns. 2MP.
  • Sword Oath: +1 to physical/magic attack rolls and -1 physical/magical defense. 0MP. Free action, lasts until switched or removed.
  • Shield Oath: -1 physical/magical attack rolls and +1 physical/magical defense. 0MP. Free action, lasts until switched or removed.
  • Spirits Within: Melee physical attack. Deals 1HP and Silences the target for 1 turn. CD of 4 turns. 1MP.

 

Lancer:

 

  • True Thrust/Vorpal Thrust/Full Thrust/Heavy Thrust/Chaos Thrust/Impulse Drive: Melee physical attack. Deals 1HP.
  • Piercing Talon: Ranged physical attack. Deals 1HP. Possible loss of primary weapon.
  • Blood for Blood: Increases damage dealt by 1HP for one turn. Increases damage received by 1HP and reduces defense by 1 for one turn. CD of 4 turns. 1MP.
  • Disembowel: Melee physical attack. -1 to target's physical defense for 1 turn if successful. 1MP.
  • Doom Spike: Frontal cone AoE. Melee physical attack. See AoE rules. Friendly fire possible.
  • Invigorate: Restore 1MP. CD of 5 turns.
  • Life Surge: Melee physical attack. Take 1HP from the target if successful. 1MP.
  • Leg Sweep: Melee physical attack. Deals 1HP and stuns target for 1 turn if successful. CD of 4 turns. 1MP.
  • Ring of Thorns: Melee physical Attack. Deals 1HP to all adjacent enemies and knock them back. Depending on terrain, extra damage may be inflicted by knock back. See AoE rules.

Dragoon:

 

  • Jump: Physical Melee Attack. Take one turn to leap high into the air, becoming invincible for 1 turn. On your next turn, land on your target. Roll for attack on second turn, if successful, deals 2HP. Roll for landing save. Difficulty check of 10 vs 1d20+DEX. If unsuccessful, take 1HP falling damage. 1MP.
  • Dragonfire Dive: Elemental Melee Attack. See Jump. Select element of your choice and convert damage dealt to that element. 1MP.
  • Spineshatter Dive: Physical Melee attack. See Jump. On successful hit, stun target for 1 turn. Costs 2MP. 
  • Power Surge: Deal an additional 1HP to your next Jumping skill. 1MP.

Marauder:

 

  • Heavy Swing/Skull Sunder/Butchers Block/Fracture/Maim: Melee physical attack. Deals 1HP.
    Tomahawk: Ranged melee attack. Deals 1HP.
  • Bloodbath: Heals 1/2HP each successful attack for two turns. Effect increases by 1/2HP per point in MND. 1MP.
  • Brutal Swing: Stuns target for 1 turn if successful. Deals 1HP. CD of 4 turns. 1MP.
  • Berserk: +1 to physical attack rolls for 2 turns. Cannot use skills or spells for this duration. CD of 5 turns after duration. 1MP.
  • Foresight: +1 to physical defense rolls for 1 turn. 1MP.
  • Holmgang: Drag one target to you using a medium of your choice (Aether chain, whip, etc) and bind them for 2 turns. Your HP cannot fall below 1 for two turns. Cannot be used more than once per battle. Consumes all MP. Costs a minimum of 3MP. Cost and effect is only applied if attack is successful.
  • Mercy Stroke: Melee physical attack. If dealt as final blow, heal for 1HP. 1MP.  CD of 5 turns.
  • Overpower: Frontal cone melee physical attack. Deals 1HP. Friendly fire possible. See AoE rules.
  • Storm's Path: Physical Melee attack. If successful, steal 1HP. CD of 5 turns. 1MP.
  • Storm's Eye: Physical Melee attack. If successful, -1 to target's physical defense for 1 turn. CD of 4 turns. 1MP
  • Thrill of Battle: Heal for 1HP. Free action. CD of 6 turns. 1MP.
  • Vengeance: If physical damage is received in the next three turns, retaliate during your opponent's turn. Treat as regular combat rolls. CD of 4 turns after effect wears off. 1MP.

 

Warrior:

 

  • Defiance: -1 physical/magical attack rolls and +1 physical and magical defense. 0MP. Free action, lasts until switched or removed.
  • Unchained: +1 to physical/magic attack rolls and -1 physical/magical defense. 0MP. Free action, lasts until switched or removed.
  • Inner Beast/Infuriate:  Increases damage dealt by 1HP for one turn. Increases damage received by 1HP and reduces defense by 1 for one turn. CD of 5 turns. 1MP.
  • Steel Cyclone: AoE melee physical attack. Deals 1HP to all adjacent enemies. Friendly fire possible. See AoE rules.

Pugilist:

 

 

  • Arm of the Destroyer: Melee physical attack. Deals 1HP and Silences the target for 1 turn. CD of 4 turns. 1MP.
  • Bootshine/True Strike/Twin Snakes/Snap Punch/Demolish: Melee physical attack. Deals 1HP.
  • Featherfoot: +1 to physical defense for 1 turn. CD of 4 turns. 1MP.
  • Fists of Earth: +1 to physical defense. Free action, lasts until switched or removed. 0MP.
  • Fists of Wind: +1 to magical defense. Free action, lasts until switched or removed. 0MP.
  • Haymaker: Melee physical attack. Free action. Retaliate if enemy attack roll fails. Must be taken immediately after an opponent's failed attack. Treat as regular combat roll. CD of 5 turns. 1MP.
  • Howling Fist: Melee physical attack. Frontal cone melee physical attack. Deals 1HP. Friendly fire possible. See AoE rules.
  • Internal Release: +1 to attack rolls. CD of 4 turns. 1MP.
  • Mantra: +1HP if healing is received for 1 turn. Can be single target or AoE. See AoE rules. 1MP if single target. CD of 5 turns.
  • Perfect Balance: Automatically dodge your opponent's oncoming attack. Can only be used once per battle. 3MP.
  • Second Wind: Self-heal for 1HP+1/2MND. CD of 4 turns. 1MP
  • Steel Peak: Melee physical attack. Stuns target for 1 turn if successful. Deals 1HP. CD of 4 turns. 1MP.

 

Monk:

 

 

  • Dragonkick: Melee physical attack. -1 to target's INT for 1 turn if successful. Deals 1HP 1MP.
  • Fists of Fire: +1 to physical attack. Free action, lasts until switched or removed. 0MP.
  • One Ilm Punch: Melee physical attack. Select and remove one beneficial effect on target if successful. 1MP

Rogue:

 

 

  • Aeolian Edge/Gust Slash/Spinning Edge/Mutilate/Mug: Melee physical attack. Deals 1HP.
  • Assassinate: Melee physical attack. If successful and target is 2HP or lower after initial damage is applied, roll a 1d20. If roll is 18 or above, instantly kill the target. 5MP.
  • Dancing Edge: Melee physical attack. If successful, reduces healing done to the target -1HP for 1 turn. 1MP.
  • Death Blossom: AoE melee physical attack. Deals 1HP to all adjacent enemies. Friendly fire possible. See AoE rules.
  • Goad: Restore 1MP to the target. 0MP. CD of 5 turns.
  • Hide: Can be activated before combat if Roleplay conditions apply. +2 to initiative roll and +1 to first attack if a sneak attack or ambush of some kind. Stacks with Presence Concealment.
  • Jugulate: Melee physical attack. Deals 1HP and Silences the target for 1 turn. CD of 4 turns. 1MP.
  • Kiss of the Viper: Melee physical attack. Steal 1HP from target if successful. CD of 5 turns. 1MP.
  • Kiss of the Wasp: Melee physical attack. Steal 1MP from target if successful. CD of 5 turns. 1MP.
  • Perfect Dodge: +1 to physical defense. CD of 4 turns. 1MP.
  • Sneak Attack/Trick Attack: Melee physical attack. If used as an ambush or surprise attack, +1 to attack roll. Stacks with Presence Concealment and Hide if used as first attack. Can only be used once per battle. 2MP. 
  • Throwing Dagger: Ranged physical attack. Deals 1HP. 

Ninja:

 

  • Fuma Shuriken: Ranged physical attack and poisons target for 2 turns. Deals 1HP and 1/2HP per turn. CD of 5 turns. 1MP.
  • Katon: Ranged magic attack. Deals 1HP fire damage and burns target for 2 turns. 1MP. Deals 1HP and 1/2HP per turn. CD of 5 turns. 1MP.
  • Raiton: Ranged magic attack. Deals 1HP lightning damage and stuns target for 1 turn. CD of 5 turns. 1MP.
  • Hyoton: Ranged magic attack. Deals 1HP ice damage and binds target for 1 turn. CD of 5 turns. 1MP.
  • Huton: Target receives +1 to physical attack rolls for 1 turn. 1MP.
  • Doton: Target receives  +1 to physical defense rolls for 1 turn. 1MP.
  • Suiton: Target receives  +1 to magic defense rolls for 1 turn. 1MP.

Thaumaturge:

 

[align=left]

  • Aetherial Manipulation: The caster to teleports himself or a target ally beside another and takes their damage received. Counts as a free action and can be used during an opponent's turn. 1MP.
  • Fire: Deal 1HP fire-type magic damage to a single target. 
  • Fire II: Deal 1HP Fire-type magic damage to all enemies adjacent to target. Friendly fire possible. See AoE rules.
  • Fire III: Deal 1HP Fire-type magic damage a single target. Burns for 1/2HP for 2 turns. CD of 5 turns. Costs 3MP.
  • Blizzard: Deal 1HP Ice-type magic damage to a single target.
  • Blizzard II: Deal 1HP Ice-type magic damage to all adjacent enemies and bind them for one second. Friendly fire possible. See AoE rules.
  • Blizzard III: Deal 1HP Ice-type magic damage a single target. Stun the target for 1 turn. CD of 5 turns. Costs 1MP.
  • Lethargy: Target receives -1 Modifier to all rolls for 1 turn. CD of 5 turns. 1MP.
  • Manaward: Free action. +1 to magic defense for one turn. CD of 5 turns. 1MP.
  • Scathe: Free action. Attempt another magic attack if your main attack is successful. CD of 5 turns. Costs 1MP.
  • Sleep:  Debuff. Roll as magic attack. Sleep one target for 3 turns. Any sort of damage removes this effect including attacks from allies. CD of 6 turns. 1MP.
  • Surecast: Next spell is cast without interruption. CD of 4 turns. 1MP.
  • Swiftcast: Allows a single instant cast. CD of 5 turns.
  • Thunder/Thunder II/Thunder III: Magic Attack. Deal 1/2HP per turn for 4 turns. Round down if dispelled early. 1MP.
  • Tranpose: Restore 1MP. CD of 5 turns.

[/align]

 

Black Mage:

 

  • Convert: Exchanges 1HP for 1MP. No CD. Only available once per turn.
  • Freeze: Channeled skill. Deals 1HP to all targets within an area and stuns them for 1 turn. Friendly fire possible, see AoE rules.
  • Apocatastasis: +1 to target's magic defense for 1 turn. CD of 5 turns. 1MP.
  • Manawall:  +1 to physical defense for 1 turn. CD of 5 turns. 1MP.
  • Flare: Channeled skill. Deals 2HP damage to target and all enemies adjacent to the target. Friendly fire possible. CD of 5 turns. Costs 4MP and consumes all remaining MP.

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FAQ:

 

Q: Will there be moderated or DM'd events?

 

A: Yes certain plotpoints will be DM'ed and scheduled, but a majority of the RP will be done through interactions with other participants. Be it combat or conversation, premeditated or random. 

 

Q: Will you DM combat if you are free?

 

A: Yes. And I can assign those with experience to also DM if they are free, but know that personal integrity is what will make this a truly enjoyable experience. 

 

Q: How much damage can a skill or spell do?

 

A: Spells and skills will do a MAXIMUM of 3HP, regardless of modifiers. When casting your spells and skills ensure that you have an appropriate cost. Any spell/skill that does more than 1HP damage by default will have DOUBLE the consequences for the user.

 

Q: The character sheets have the class/job abbreviations beside their character's special title or designation. Does my in-game class/job have significance?

 

A: Yes, the class/job abbreviation states what in-game skills and spells you can use. You can only use in-game abilities available to that class/job and cross-classing abilities is allowed. This does not mean you have to equip the weapon your class/job requires when rping. For example, if your character duel-wields daggers but has the skills of a Paladin, that is fine, but you are still restricted to the GLD/PLD Skills.

 

Special skills like Shield Bash can be handwaved via flavor text like substituting the shield for a hilt-smash or a kick to the head. You can also silence a target with Spirits Within, but instead of using a sword charged with Aether, your character just caves in the target's throat with a punch mid-cast, etc. If your character uses explosives, skills and spells from the BLM job might suit his fighting style better.

 

Ultimately, the class/job designations are templates. RPers are free to change how the skills are applied to better fit their character's style. On the other hand if the player who selected PLD isn't going to be spamming Fire III.

 

Q: This is based off of Fate Stay Night and the Nasuverse!

 

A: Yes. I thought the Grail Wars would be a cool theme to bring into FFXIV. I've altered several aspects to suit the atmosphere of Eorzea and FFXIV, but certain key pieces of the Grail War remain in some form. The obvious throwbacks are the 3 Command Seals, which have been converted to three lives, a mysterious and possibly corrupted wish-granting device, and the Servant Class skills.

 

Q: So you have a homebrewed version of the in-game skills and spells. Does this mean there will be Limit Breaks?!?

 

A: Ahahaha, yes. In-game Limit Breaks and original ones will become available as the plot progresses!

 

Q: Can my character opt out of the competition?

 

A: Yes. By "surrendering his cursed Sigils" the character loses any lives he may still have and is freed from the War.

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Update:

 

Seeing as how we already have some interested people, once we fill the first four teams, we will start the War and fill in the remaining three as we go along.

 

If you haven't already, please post or PM me your character sheets!

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I've updated the Skill List. I will continue to work on it until I have all the classes finished.

 

Know that I've combined or removed a few skills like Cleric Stance to balance out the classes and keep them as focused as possible.

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We will aim to have our first LS event, which introduces the characters to the War and what they have to gain from participating.

 

Aiming for this to occur on Sunday, 12pm PST.

 

We still have team slots available and will continue to fill them in as the War ensues.

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Sanzoku Sharpeye- The Brigand (ARC)

 

strength: 0 

dexterity: 3

vitality: 1

constitution: 1

intelligence: 0

mind: 0

piety: 0

 

Skills: 

Highway Robbery: The brigands imposing figure and unnatural confidence makes him an intimidating opponent, even for seasoned adventurers, his presence slowing the opponents reflexes. (Lowers opponents dexterity by 1)

Quickfooted Thief: It's not easy to move fast enough to keep up with a charging chocobo pulled caravan, and the years of doing just that have left the Brigand light on his feet and slight of step. (+1 dexterity)

Common thug: Years of forcing others out of their treasured possessions, often from their unwilling hands, have granted the Brigand additional muscular strength. Who says crime doesn't pay. (+1 strength)

The Mind's Eye: The Atheneum has blessed you with knowledge of your opponent's fighting styles and spells. +1 to physical defense. 

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Thanks for joining San. I've updated the Chosen list!

 

Shonji's CS is WIP. This is a posting reference.

 

 

S'honji Hayakawa - The Trickster (ROG)

 

Attributes:

  • STR: 1
  • DEX: 3
  • VIT: 1
  • INT: 0
  • MND: 0
  • PIE: 0

Skills and Abilities:

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  • Jikam Constant - The Wanderer (DRG)


  • Attributes:
    • STR: 2
    • DEX: 0
    • VIT: 2
    • INT: 0
    • MND: 0
    • PIE: 1

 

Skills and Abilities:

  • Magic Resistance: The Atheneum has granted you an aetherial shield against magical assaults. +1 to magic defense rolls.
     

    • Guardian Angel(passive): A force beyond the understanding of the young miqo'te has seemed to guide him his entire life, and up until recently, has done well to keep him out of harm's way. +1 to Magic defense rolls.
    • Light on your feet(passive): Time spent as an acrobat and on the road for years has developed into quick reflexes and agile dexterity. This skill provides +1 to Dexterity.
    • "And let no harm befall them..."(passive): Heavily focused upon the characters ultimate goal, he is only riled further when the ones he hold close to him are befallen of harm. For one round after the partner (assuming they are present in the fight) takes damage, increase Melee Attack and damage rolls by +1.

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I've finished all the class/job skills! (finally) If anyone reads something that may be an error please say so and I'll try to fix it or clarify!

 

Thanks to everyone who has expressed interest!

 

In order to compensate, I've opened up two more teams for a total of nine pairs. As always, they are on a first-come first serve basis.

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After a second test run, I've rebalanced the Attributes by adding another stat: Constitution, which affects your overall HP and is no longer combined with Vitality. 

 

All players are encouraged to review their character sheets and redistribute their Attribute Points if they wish to.

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Breitak Zod - The Mercenary (WAR)

 

Strength: 3

Dexterity: 0

Vitality: 1

Constitution: 1

Intelligence: 0

Mind: 0

Piety: 0

 

Skills:

Mad Enhancement

Short-tempered and violent, he is always one annoyance away from a murderous rampage.

 

Weapon Master + 1

A (relatively) long life spent on countless battlefields has allowed Zod to use and master many tools of war, granting him a +1 attack roll with any physical weapon.

 

Gets the Job Done +1

Any mercenary will develop a reputation over time, and Breitak is no exception. Despite his bloodthirst and violent tendencies Zod always finishes a job he's hired for. Even if reduced to 0 HP Breitak can continue to fight for 1 round.

 

Veteran of War +1

You don't get to middle age as a professional mercenary by being easy to kill. +1 to Defense rolls.

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Clover Covey - The Sleeper (BRD)

 Attributes:

    STR: 1

    DEX: 2

    VIT: 1

    CON: 0

    INT: 0

    MND: 0

    PIE: 1

Skills and Abilities:

  • Presence Concealment: The Atheneum enhances your skill in subversion. You receive a +4 to initiative roll and your first attack if it is a sneak attack or ambush of some kind.

  • Force of Will (Passive): Born with the unstoppable determination to become greater than the greatest. Add +1 to Physical defense rolls.

  • Shell of Fear (Passive): Hide the heart from further sorrow and conceal true feelings. Add +1 to Magical defense rolls.

  • Lucky Number XIII (Passive): With so much more to learn and plans sure to fail, a rookie has to get desperate sometimes. Let luck be the last resort. When hit points fall below half, add +1 to Dexeterity.
     

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Emerald the Storyteller (BRD)

 

Atrributes:

 

  • STR: 0
  • DEX: 3
  • VIT: 0
  • CON: 1
  • INT: 0
  • MND: 0
  • PIE: 1

Skills and Abilities:

 

  • Presence Concealment: The Atheneum enhances your skill in subversion. You receive a +4 to initiative roll and your first attack if it is a sneak attack or ambush of some kind.

  • Fabled Shots (Passive): Never was there a tale told of an arrow that could pierce the heart such as this; a fable yet to be written upon a page. This ability gives the storyteller +2 attack rolls.
     
     
     
     

(This is Jikam's partner.)

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Just posting to confirm that Emerald is indeed my partner.

 

Also, given the changes to the stats, I'd like to request that the two point from my Vit be moved to my Con, and that I change the Magic Resist trait to the Mind's Eye trait. If possible. If not, that's cool too, but just seeing if I could get an adjust given the splitting of the stats.

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@Jikam

 

I've just made the changes to your profile!

 

@Laika

 

Thanks for making a profile!

 

May your wish guide your path.

 

Accepted!

 

@Emerald

 

Due to the way the mechanics have been set up, skills or spells that deal more than 1HP worth of damage have an appropriate cost and cannot be a passive. If you want to have a +2 to damage modifier it will have to be an active skill with a high MP cost and a minimum of a 5 turn CD.

 

To provide some examples:

 

  • Blood for Blood: Increases damage dealt by 1HP for one turn. Increases damage received by 1HP and reduces defense by 1 for one turn. CD of 4 turns. 1MP.

  • Assassinate: Melee physical attack. If successful and target is 2HP or lower after initial damage is applied, roll a 1d20. If roll is 18 or above, instantly kill the target. 5MP.

  • Flare: Channeled skill. Deals 3HP damage to target and all enemies adjacent to the target. Continues to burn the target for 1/2HP for 2 turns. CD of 5 turns. Costs 4MP.
     

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S'honji - The Scoundrel (ROG)

 

Attributes:

STR: 0

DEX: 0

VIT: 0

CON: 2

INT: 0

MND: 0

PIE: 3

 

Skills and Abilities:

 

Presence Concealment - The Atheneum enhances your skill in subversion. You receive a +4 to initiative roll and your first attack if it is a sneak attack or ambush of some kind.

Hiding in plain sight - The scourge has made a business out of surprise and discord on the battlefield. With years of pilfering, evading and escaping being the sole thread keeping him one step ahead of his enemies, Opportunity is the Scourge's biggest weapon. Allowing him to blend in with crowds or even stay hidden amongst the most vibrant Scenery. Knowing when to play his cards, fold, or flip a table, the scourge always has an ace up his sleeve. Allows you to be considered disengaged from combat if opponent loses track of you. -2 Mp.

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First Night: War Cometh

 

 

[align=center]"The Atheneum welcomes you, o' Chosen of Eorzea...."[/align]

 

After a literal trial by fire, the participants have been Chosen. Their dreams and desires made real for even a fleeting instant.

 

Power. Wealth. Hope. Love. Anger. Despair. 

 

What each Chosen saw, what they experienced, shall become their driving force. With the Sigils activated, the Atheneum now guides them to their partner, with whom they shall walk side by side in the coming struggle.

 

 

The Atheneum Wars had begun. So let those worthy of it crush the dreams and desires of their competitors and seize glory.

 

[align=center]"Terminating Program Terraflare. Ending protocol 563. Proxy Examination 95% complete. Evaluation: Satisfactory. Progressingto Phase 112B5."

[/align]

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