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Thread: [PEACH] New FFRPG

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    Dwarf in the Playground
     
    DwarfFighterGuy

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    Jun 2015

    Default Re: [PEACH] New FFRPG

    More two jobs translated! Behold the Martial/Arcane hybrids!

    Monk
    Spoiler: Monk
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    A mystic who battle with the power of their fists and spirit. They have many hit points and can evoke elemental powers. Its main attributes are Earth and Fire. Most monks either devote themselves to the martial arts or to spiritual and magical pursues, however some masters try to balance these two paths.
    Skills

    Spoiler: Martial Artist (level 1)
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    Martial Artist: Core Ability acquired at level 1. You can use medium armor and the following weapons: Claws / Gloves; Staves and Throwing Weapons. Your HP bonus is 6x your level, and increases by 1x your level in the levels 25, 50 and 75. Your MP bonus is zero, and increases by 1x your level at level 30. Specialties:

    Brawler: Requires Earth level 3. Whenever you use the !Attack action while equipped with Claws or Gloves, you may re-roll the attack.

    Drunken Dodge: Requires Air level 3. Whenever an enemy fails an attack against you, you may lower the value of one of your initiative die by 1, to a minimum of the current phase.

    Elemental Arts: Requires Water level 3. Your MP bonus becomes equal to your level (if not already higher). In addition, you gain access to one of the following Spell groups: Gravity, Healing, Poison or Purification


    Spoiler: Jutsu (level 1)
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    Jutsu: Ability acquired Base at level 1. You earn one of four types of Jutsu below:

    !Katon is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Fire attack, difficulty 50. If successful, deal 4x Fire level Fire-elemental damage on a target. This ability can achieve critical hits; in this case, besides the damage, the target receives the Sleep status until the end of the next round.

    !Suiton is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Water attack, difficulty 50. If successful, deal 4x Fire level Water-elemental damage on a target. This ability can achieve critical hits; in this case, besides the damage, the target receives the Weaken (Spirit) status until the end of the next round.

    !Doton is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Earth attack, difficulty 50. If successful, deal 4x Fire level Earth-elemental damage on a target. This ability can achieve critical hits; in this case, besides the damage, the target receives the Poison status until the end of the next round.

    !Fuuton is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Air attack, difficulty 50. If successful, deal 4x Fire level Air-elemental damage on a target. This ability can achieve critical hits; in this case, besides the damage, the target receives the Blind status until the end of the next round.
    Regardless of the chosen Jutsu, at level 20 the damage becomes 8x Fire level, and at level 40 the damage becomes 12x Fire level. The Specialties are:

    Elan: Requires Ar level 4 and Fire level 7. Your Jutsus affect all targets of a group rather than just one target.

    Vengeful Spirits: Requires Fire level 7 and Water level 4. Whenever your Jutsus are successful, consider that they had a critical hit.

    Lightning Jutsu: Requires Earth level Earth 4 and Fire level 7. You gain the reaction !Raiton. It may be used whenever you are hit by an action. You conjure the spirits defensively to interfere with the action. Perform an Fire vs. Fire attack, difficulty 20. The action causes no effect if: You have the !Katon jutsu and damage is Water-elemental; or you have the !Suiton jutsu and damage is Fire-elemental; or you have the !Doton jutsu and damage is Air-elemental; or you have the !Fuuton jutsu and damage is Earth-elemental.


    Spoiler: Serenity (level 15)
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    Serenity: Core Ability acquired at level 15. You gain resistance to Mental type statuses. Specialties:

    Jutsu Acolyte: Requires Fire level 6. You gain one of the following Jutsu: !Katon, !Suiton, !Doton or !Fuuton.

    Flurry of Blows: Requires Air level 8. You gain Quick physical action !Punch Rush. It can be used only if youíre equipped with Claws or Gloves and can perform two actions in the same phase. Attacking your opponent with superhuman speed, you spend all initiative die needed to perform two actions and strike a Earth vs Air attack, difficulty 50. This attack deals 300% weapon damage in one target.

    Swivel Kick: Requires Earth level 8. You gain Quick action !Kick. When using it, attack all opponents with your weapon. After reducing your weapon damage by targetsí Armor as usual, reduce the damage by half.



    Spoiler: Soul Volley (level 24)
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    Soul Volley: Core Ability acquired at level 24. You gain one of the following actions:

    !Aura Bolt is a Ranged Slow (4) magical action. You release a wave of light against an opponent, performing a Fire vs Water attack, difficulty 50. If successful, the target takes 13x Fire level Light-elemental damage. At level 50, the damage becomes 20 x Fire level.

    !Dark Bolt is a Ranged Slow (4) magical action. You release a wave of light against an opponent, performing a Fire vs Water attack, difficulty 50. If successful, the target takes 13x Fire level Shadow-elemental damage. At level 50, the damage becomes 20 x Fire level.

    Regardless of the chosen action, the Specialties are:

    Awaken Chakra: Requires Earth and Water level 10. You gain the Slow (5) magical action !Chakra. When using it, you release the healing power of your Chakra to end any harmful statuses affecting you. However, you canít use this Ability while under the effect of any Mental type status.

    Pressure Points: Requires Air level 6 and Water level 12. You gain the Slow (2) physical action !Atemi. This action allows you to deliver blows to the correct points to close the chakra of the target. Do an Earth vs Earth attack, difficulty 80. If successful, inflict the Immobilize status until the end of the next round.

    Suplex: Requires Earth level 13. If you hit the same opponent with the !Attack action twice in a phase with a Claw or Glove equipped, you inflict the Confuse status until the end of the round. Your !Punch Rush action inflicts the Confuse status until the end of the round, in addition to damage.


    Spoiler: Release Chakra (level 42)
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    Release Chakra: Ability acquired based on level 42. Choose one of three advantages below:

    1) When using the !Chakra action, you may spend any amount of MP to recover double that amount HP;

    2) When you hit the !Atemi action, you may spend 40 MP to inflict the Disable status to the target until the end of the next round;

    3) When using a Jutsu, you may spend 40 MP to increase the damage to 16 xFire level.

    Regardless of the choice, the Specialties are:

    Soul Exposion: Requires Earth and Fire level 12. After using the !Aura Bolt or !Dark Bolt actions, you may discard any number of initiative die, regardless of their value, to repeat the attack against a different target.

    Zen Awareness: Requires Air level 13. You may use reactions while preparing Slow actions.

    Elemental Field: Requires Earth, Air, Fire and Water level 8. After using a Jutsu, you and the target gain the Resist status to until the end of the round. The element depends on the Jutsu used: !Katon confers resistance to Water; !Suiton confers resistance to Fire; !Doton gives Air resistance; and !Fuuton gives resistance to Earth. If you have the Elan Ability, all combatants, allies and enemies, gain the Resist status.



    Spoiler: Timeless Body (level 60)
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    Timeless Body: Core Ability acquired Base at level 60. You gain resistance to Time type statuses. Specialties:

    Jutsu Master: Requires Fire level 20. You gain two of the following actions: !Katon, !Suiton, !Doton or !Fuuton. You also gain the Ranged Slow (5) magical action !Kuuton. Using your mastery of the four elements, roll 1d100 and add your Fire value, comparing this result to all opponentsí stats. If the result is greater than Earth plus 20, the opponent takes 6x Fire level Earth-elemental damage. If the result is greater than Air plus 20, the opponent takes 6x Fire level Air-elemental damage. If the result is greater than Fire plus 20, the opponent takes 6x Fire level Fire-elemental damage. If the result is greater than Water plus 20, the opponent takes 6x Fire level Water-elemental damage. This attack always ignores targetsí Magic Armor.

    Elemental Union: Requires Air and Water level 10. Increase your MP bonus by 1x your level. You gain one of the following Spell groups: Mage Bane, Regeneration, Enchantment or Divination.

    Phantom Rush: Requires Earth level 20. You gain the Slow (6) physical action !Phantom Rush, a martial arts secret known as the supreme blow. Using it, do an Earth vs Air attack, difficulty 30. If successful, deal 33 x Earth level Crush-elemental damage on a target, ignoring his Armor.


    Adept
    Spoiler: Adept
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    A mystic who uses his own vital energy to trigger magical effects. Several Adept actions require you to spend HP based on your maximum HP. In these cases, you lose current hit points equal to the value listed in ability, but it does not diminish your maximum HP. Its main Stats are Fire and Earth. All Adeptís abilities deal damage based on weapon damage, so equipping a strong weapon is a must.

    Skills

    Spoiler: Martial Discipline (level 1)
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    Martial Discipline : Core Ability gained at level 1. You can use heavy armor, and the following weapons: Claws / Gloves; Heavy Weapon and Shield; Heavy Weapon; Wands and Staves. Your HP bonus is 4x your level, and increases by 1x your level at levels 15, 30 and 60. Your MP bonus is 1x your level, and increases by 1x your level at level 30. Specialties:

    Arcane Connection: Requires Fire level 3. You gain one of the following Spell groups: Fire, Ice, Lightning, Light or Cosmic.

    Spirit Strength: Requires Water level 3. Whenever you need to spend HP to use an action, you may spend an equal amount of MP to prevent the HP loss.

    Arcane Fury: Requires Earth level 3. While your current MP is greater than zero and you have the Berserk status, your !Attack action deal 150% weapon damage.



    Spoiler: Arcane Discipline (level 1)
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    Arcane Discipline: Core Ability acquired at level 1. You earn one of the three following actions:

    !Elemental Strike is a Slow (1) magical action. To use it, choose Fire, Lightning or Ice. You concentrate the chosen element and strikes an weapon attack causing normal damage, but of the chosen element.

    !Holy Strike is a Quick magical action. Using your own vital energy as a fuel for the sacred power, you attack with the force of Light. Spend 10% of your max HP to attack with your weapon. Your attack deals 150% weapon damage, Light-elemental.

    !Shadow Strike is a Quick magic action. Using your own life force as a sacrifice to profane powers, you attack with the force of Shadow. Spend 10% of your max HP to attack with your weapon. Your attack deals 150% weapon damage, Shadow-elemental.

    Regardless of the chosen action, the Specialties are:

    Dualism : Requires Air and Water level 5. You gain one of the following actions: !Elemental Strike, !Holy Strike or !Shadow Strike.

    Will Shield: Requires Earth level and Air level 4. You gain the reaction !Will Shield. You can use this reaction whenever you suffer damage. Conjuring up a protective magical shield, you avoid injuries. Perform a Water vs (the greater of Earth or Fire) attack, difficulty 25. If successful, you donít suffer damage and lose MP equal to half prevented damage. If you do not have enough MP to lose, this ability fails.

    Last Resort: Requires Fire level 7. Whenever a action spend your HP, spend it at the end of the phase, instead of before making the attack.


    Spoiler: Blade Magic (level 15)
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    Blade Magic: Core Ability acquired at level 15. You gain one of the three following actions:

    !Snake Fang is a Ranged Slow (1) magical action. Spend 10% of your max HP to create a snake-shaped wave of energy.The snake then attacks a target of your choice, a Fire vs Earth attack, difficulty 50. If successful, the target suffers Poison-elemental weapon damage, and the Poison status until the end of next round.

    !Hallowed Bolt is a Ranged Slow (1) magical action. Spend 10% of your max HP to create a luminous energy sphere. You throw that ball against a target of your choice, a Fire vs Fire attack, difficulty 50. If successful, the target suffers Lightning-elemental weapon damage, and the Mute status until the end the next round.

    !Black Sky is a Ranged Slow (1) magical action. Spend 10% of your max HP to invoke a black energy beam from the sky. The lightning strikes a target of your choice, a Fire vs Air attack, difficulty 50. If successful, the target suffers Shadow-elemental weapon damage, and the Blind status until the end of next round.

    Regardless of the chosen action, the Specialties are:

    Shadow Blade: Requires Air level 6 and Fire level 9. You earn the Quick magical action !Shadow Blade. Conjuring a tornado of souls, perform a weapon attack against all other combatants, enemies and allies. You deal 150% weapon damage, Shadow-elemental, to all characters hit.

    Stasis Strike : Requires Earth level 9 and Air level 6. You gain the Ranged Quick magical action !Stasis Strike. Spend 25% of your max HP to summon a lightning bolt from heavens. If you are successful in a weapon attack, deal 150% weapon damage, Light-elemental, and inflict the Immobilize status until the end of your next round on a target.

    Fury Brand : Requires Air level 6 and Water level 9. You gain the Quick magical action !Fury Brand. Spend 25% of your max HP to create a rune of fury in your weapon and strike. If you are successful in a weapon attack, deal 150% weapon damage, Fire-elemental, and inflict the Berserk status until the end of your next round on a target.


    Spoiler: Elemental Soul (level 24)
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    Elemental Soul: Core Ability acquired at level 24. Select Fire, Ice, Lightning, Light or Shadow. You become Immune to all damage of the chosen element. Specialties:

    Night Sword: Requires Fire level 13. You gain the magical action Slow (3) !Night Sword. Using nightís energy in your favor, you drain the life energy of your target. Spend 10% of your max HP to attack with your weapon. If sucessful deal weapon damage, Shadow-elemental, and you heal HP equal to half of the dealt damage.

    Lightís Judgement: Requires Water level 13. You gain the Slow (3) magical action !Cleansing Strike. This action cast arcane seal to destroy their enemies, at the cost of 25% of your max HP. You then attack with your weapon, dealing 150% weapon damage, Ice-elemental, and the Disable status until the end of next round.

    Reckless Sacrifice: Requires Earth level 13. When using an Adept action that inflicts a negative status on a single target, you can choose to automatically hit without performing an attack roll. If you do, you suffer the same status for the same duration.


    Spoiler: Arcane Shock (level 42)
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    Arcane Shock: Core Ability acquired at level 42. You gain the Ranged Slow (3) magical action !Demi Shock . Concentrating the arcane forces, you try to break the enemy. Do a Fire vs Earth attack, difficulty 80. If successful, the target loses 50% of their current HP. This counts as a Gravity-type status. The Specialties are:

    Mana Safe: Requires Earth level 8 and Water level 10. You can spend any amount of MP and an initiative dice as an action to heal the same amount of MP to an ally. Any ally can spend any amount of MP and an initiative dice as an action to heal on you half that amount of MP.

    Dark Pact: Requires Earth and Fire level 11. Whenever you spend HP to use an Adept action that deals Shadow-elemental damage, you may spend extra 10% of your max HP to deal extra 50% weapon damage. You must declare this Ability before rolling the attack, spending the extra HP regardless of hitting or missing.

    Elemental Overload: Requires Air level 7 and Fire level 12. Whenever you you spend HP to use an Adept action that deals Fire-, Ice- or Lightning-elemental, you may double the HP spent to attack all opponents, rather than just one target.


    Spoiler: Staggering Blow (level 60)
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    Staggering Blow: Core Ability acquired at level 60. Whenever you damage a target preparing a Slow action with an action, you can reduce the damage by half to make the target lose the prepared action. Specialties:

    Shellburst Stab: Requires Earth level 20. You gain the Ranged Quick magical action !Shellburst Stab. You overload the target with magical energy. Perform a Earth vs Water attack, difficulty 0. If successful, the target takes Puncture-elemental damage equal to the lesser between its current MP or 999.

    Soul Eater: Requires Air level 20. You gain the Ranged Quick magical action !Soul Eater. Opening a portal to the underworld, you try to drag their opponents into eternal sleep. Spend 25% of your max HP and do a weapon attack against all enemies , difficulty 80. All opponents hit are reduced to 0 HP. Treat this as a Fatal type status. If any of the targets is immune to this effect, you deal weapon damage, Shadow-elemental.

    Divine Ruination: Requires Water level 20. You gain the Ranged Slow (3) magical action !Divine Ruination. You show the light of glory to your opponents, who are tempted to follow you. Spend 25% of your max HP and do a weapon attack against all enemies , difficulty 80. All opponents hit receive the Charm status. If any of the targets is immune to this effect, you deal 150% weapon damage, Light-elemental.

    Last edited by Bruno Carvalho; 2015-07-18 at 11:00 AM.