melodiesmods: (Default)
Melodies of Life Moderators ([personal profile] melodiesmods) wrote2015-12-30 11:40 am

Custom Jobs




Custom Jobs are the means through which the Heroes of Light can regain their true powers. They use a loophole in the Job system to connect to the Heroes of Light's Crystal and draw their real powers from there on. Characters won't be able to use all of their powers at once however, as they have to acclimate to having them once again. The acclimation period works similarly to the way Exp work for normal Jobs.

Custom Jobs must have a minimum of three skills and a may have a maximum of eight. Like regular Jobs, the skills must be ordered so that the weakest ones are regained earlier, whereas the most powerful one is regained after a year (or less depending on how you handle Exp). Custom Jobs allow characters to regain some of their powers, maybe even all of them if they don't have a lot of powers to begin with. However, game breaking skills or god-like skills is forbidden.

Characters will have to go to Palitutu's Laboratory to request a Custom Job, and will be asked to cooperate with the Moogles to create it. Please, use the regular Job List as reference when making a Custom Jobs.


How do Skills work?
You can have one skill per skill line; however in some case you may have multiple elements per line so long as it makes sense. For example, the elemental skills from the Black Mages are all together on the same line, but to compensate for it the three levels of elemental skills take up three skill lines.

How do Custom Jobs work in correlation with regular Jobs?
Custom Jobs do take Job slots. If only one Custom Job is equipped, a regular Job can also be equipped. With a Custom Job equipped, Limit Breaks are only half as likely to happen. With two Custom Jobs equipped, Limit Breaks are disabled altogether. However, the effects of the Limit Break may be used as a skill on an Advanced Custom Job, even if less efficient than a real Limit Break. Custom Jobs cannot be used alongside Onion Knight however.

How do I write my Custom Job?
In the summary, you should write what the Custom Job is about. If your character was an android or a different species that changed upon awakening in Crystallis, it is possible for them to go back at being an android with a Custom Job. This is not a skill, just an effect of the Job you should write in the summary blurb. The same holds true if they have a special weapon such as a Keyblade, etc. You then must write Strengths and Weaknesses sections: they must be well balanced, otherwise the Custom Jobs may have to be revised.

But my character has a lot more than eight skills!
If your character has more than eight skills, they will have to equip a second Custom Job to regain more skills. If they have very powerful skills that do not fit in a Custom Job, they will have to work on an Advanced Custom Job. Note that researches for these are not complete yet. If your character has too powerful skills, either give them only three skills to compensate for the strength of said skills, or wait for Advanced Custom Jobs to become available.

Can another Hero of Light use my character's Custom Job?
Custom Jobs cannot be shared at the moment. They can only become shareable if the character to whom the Custom Job belongs dies for real.

When can I use my Custom Job?
Upon being submitted, Custom Jobs must be approved by the moderators before being used. We may ask for revisions. We also ask you post the Custom Job in your character journal, so that anyone can see it. Furthermore, we ask that anyone asking a Custom Job to have been in the game for at least a month and to provide the Activity Check for the past month.

Please use the form below to submit a Custom Job:






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bag_has_snapped: (Default)

[personal profile] bag_has_snapped 2015-12-30 04:14 pm (UTC)(link)
Character: Tsubomi Hanasaki
Activity Check: Using November’s because using December is cheating

The Weakest Pretty Cure in History, Cure Blossom
Pretty Cures are heroines of legend, rising to the occasion when a great evil threatens the universe. In Tsubomi’s world, generations of Pretty Cure have existed since the mysterious Cure Ange arrived on Earth and established the Pretty Cure Palace, which adorn statues of the various Cures, up to the modern age. Their task is to protect the Great Heart Tree from evil, the Tree connecting it to the state of emotions in the world. Tsubomi gained her powers as Cure Blossom after witnessing a dream of the Cure before her, Cure Moonlight, falling in battle; dreams shared by her future teammates and friends Erika Kurumi and Itsuki Myoudouin. However, because of her pathetic self-esteem, her power isn’t as strong as it should be, leading to her being deemed “The Weakest Pretty Cure in History” by her friends. However, because of her incredible bonds, she created a brand new strength that saved her world, one of infinite love and infinite power…

...but, that’s another story.

Strengths: Pretty Cures are powerful heroines whose power is essentially drawn through one’s emotional state. Cure Blossom is no exception. Despite their garb being essentially being a flower-motif tutu-like outfit with pencil-thin heeled boots, Pretty Cure show incredible strength, agility and stamina, withstanding crushing blows, fight monsters many times their size and leap incredible distances. Because of their amazing durability, armor is pretty much useless to them. Unlike mages, Pretty Cure can draw on their magical potential to create amazing new attacks at will, from simple burst shots to tag-team effort blasts of energy. Their main weapon is the Tact, a wand-like device that draws in power and releases it as a devastating burst of purifying energy.

Weaknesses:Despite this amazing power, it holds a vast number of drawbacks to it. The first and most important is emotional state. Pretty Cure draw out their full potential through clear minds, open hearts and a warm smile. Negative emotions such as jealousy, selfishness and even furious revenge will lower that potential or even cancel out the transformation entirely. Because of Tsubomi’s crushingly low self-esteem, her powers as Cure Blossom aren’t as effective as they should be. As well, Cures are meant to work in teams, thus without either another Cure around or the help of another, Tsubomi’s potential as a Cure is weakened further. Another drawback is the durability. Pretty Cure are quite durable, but they do have limits and when they reach those limits, their transformation is cancelled, leaving them in a helpless transitioned state wearing only a glowing sundress of sorts and with this power now being connected to the other jobs, this means both jobs will be cancelled out until Tsubomi can retransform again. The final drawback are the items needed to transform - without a Heart Perfume and the Pretty Cure Seed granted to her by her fairy partner Chypre, Tsubomi can’t transform.

Initial Blossom Shot Simplistic bursts of pink energy, easy to use to deal with enemies
One Month Blossom Shower Cure Blossom draws a circle of flowers with her hand, then pushes out, launching a scattershot of energy flowers.
Two Months Blossom Impact Gathering energy between her hand and an object, she can launch it away with incredible force
Three Months Blossom Butt Punch Pushes herself into her opponent with incredible force, slamming her rear end against them. Don’t ask her why she named it that.
Four Months Blossom Flower Storm Creates a tornado of energy flowers while spinning in place.
Six Months Blossom Screw Punch A massive spiraling energy shot fired from her fist
Nine Months Pink Forte Wave Gathers energy into her Blossom Tact then fires it, smashing into her opponent and purifying them
One Year Floral Power Fortissimo Internalizes the power of the Forte Wave with another ally (usually another Pretty Cure) and flies into her opponent for a dual strike.


Edited 2015-12-30 17:40 (UTC)
damn_juicebox: (Juicebox - Frustration)

[personal profile] damn_juicebox 2015-12-30 05:08 pm (UTC)(link)
Character: Rukia Kuchiki
Activity Check: Log made for December

Rukia Kuchiki / Shinigami
Shinigami, or 'soul reapers' as they're more commonly called, are responsible for guiding the souls of the deceased to pass on to the Soul Society. Armed with a weapon unique to theimselves called a zanpakutou, they are tasked with the dangerous job of finding and defeating Hollows -- souls that have lost their hearts and now prey upon the souls of others. It is not a job to be undertaken lightly, as Hollows find shinigami souls to be particularly delicious. All soul reaper's can utilize a katana OR a wakazashi, as that is the basic shape in which their zanpakutou reside when sealed. Depending on their shikai (first release), their weapon may take on a new form entirely. Because of their speed and agility, most shinigami do not equip themselves with armor. If a shinigami's soul is particularly powerful, then it's possible for a shinigami to reach Bankai (second release). However, this level of power is rarely achieved, and requires years of dedicated training as well as the inherent spiritual power necessary to synchronize with their zanpakutou to that degree.

Strengths: Given the dangerous nature of their jobs, a shinigami typically has improved strength and agility. Their endurance for sustaining injuries comes not from physical stamina, but spiritual power. As such, their HP and MP are essentially the same. The stronger a soul reaper's soul is, the more they can endure and dish out. They are extremely well-versed in dealing with the dead and handling supernatural elements around them. Their kidou spells make them versatile warriors, if they train hard enough to master all of the proper skills. As a spiritual being, a shinigami is intangible to mundane physical attacks and contact, though they can still be injured by magical attacks. A shinigami's health can gradually recover if they remain inside their gigai.

Weaknesses: Unless a shinigami has access to a gigai (false body for housing a shinigami's soul), it's difficult for a shinigami to interact with the living. Only humans who possess a degree of spiritual power themselves are able to see, speak with, or even touch a shinigami, making it a fairly lonely job unless there are other shinigami or job-equipped Heroes of Light about. When inhabiting a gigai, almost all of a shinigami's skills (save reiatsu detection) are sealed. Kidou spells take twice as long to cast as their Crystallis equivalents, given the lengthy incantations involved. Shinigami are weak against Holy magic (as they're technically undead spirits) and Dark magic (which goes against the essence of their spiritual composition).

Initial Soul Burial Allows restless non-violent spirits to pass on peacefully to the afterlife.
One Month Gigai Shinigami can inhabit a false physical body.
Two Months Kidou - Healing Transfers spiritual energy to heal injuries (similar to Cure).
Three Months Shikai (First Release) Zanpakutou takes on new shape and special ability (Ice-based for Rukia).
Four Months Kidou - Binding Transfers spiritual energy to halt movement (similar to Stop, but target remains aware).
Six Months Kidou - Destruction Converts spiritual energy to mid-level destructive spells with Fire, Lightning, Holy, or Dark elements.
Nine Months Reiatsu Manipulation Can identify and track souls, as well as gauge the power and potential of a soul.
One Year Flash Step A shinigami can travel at speeds faster than the eye can follow.
they_call_me_sonic: (Default)

[personal profile] they_call_me_sonic 2015-12-30 07:21 pm (UTC)(link)
Character: Sonic the Hedgehog
Activity Check: Using November’s AC because using December’s is cheating

Knight of the Wind, Sonic the Hedgehog
The fastest hedgehog around, Sonic’s speed and abilities come from a lifetime of smashing robots and allying himself with various friends and foes. The upper limits of Sonic’s speed is highly unknown, but it can be easily stated that, normally, he can touch Mach One just by himself. His signature attack is the Spin Attack, allowing him to smash into anything, including bricks and metal. He’s developed a number of attacks based around it, including the Spin Dash and the Homing Attack, allowing him to attack on the move. He also has a number of boost abilities including the oft-used Sonic Boost and the lesser-used Super Peel-Out. All in all, it makes him a speedy little annoyance. During his time in Camelot, his obtaining of Calburn and the training he was put through also makes him a fine swordsman.

Strengths: A lifetime of running has made Sonic very adept at using his speed to his advantage, able to sidestep, dodge, flip, roll and otherwise make him a very hard target to hit. His speed is uncanny, quickly overwhelming the speed and agility granted by the Ninja and Dragoon Jobs, though the speed portion by a greater degree. This also makes his feet dangerous weapons as they would be strong enough to pack a punch due to years of running. An interesting aspect of this job is the abundance of stamina as Sonic is shown to be able to run to various places without the need to rest and rarely shows himself being exhausted or the need to eat heavy-calorie foods like other fictional speedster. With Caliburn in his possession, Sonic can access the Soul Boost, which allows him to use the Sonic Boost in concert with swordplay, making his a dangerous swordsman. At a full year, Sonic can draw out the full power of Caliburn and become Excalibur Sonic, granting him armor, the ability to fly and a boost in stats. As well, Caliburn transforms into Excalibur, a weapon that is said to cut through anything.

Weaknesses: Despite the incredible benefits, his powers grant him some painful drawbacks. For being so fast, he’s also quite weak, weaker than both Ninja and Dragoon defense-wise, thus without the presence of a Power Ring, enemy strikes can hurt Sonic greatly. This also makes using armor harder as Sonic needs his legs free to be able to run without hinderance. As well, Sonic has a horrible fear of water and dropping him into bodies of water will kill his speed as he ends up sinking to the bottom and he can’t swim. While Sonic’s Spin Attack is powerful, it can’t smash through everything as harder and thicker walls of metal prove to be impossible to cut through. Also, certain devices, such as bumpers and springs, make it impossible for Sonic to cut through. The Sonic Boost and Soul Boost require a charge, usually through combat and using the skills will drain that charge. As well, while Excalibur Sonic is powerful, it’s not invincible and still uses the drawbacks of all of the other skills.

Initial Spin Attack Curling into a ball, Sonic becomes a buzzsaw of destruction
One Month Spin Dash Revving up in place, Sonic can take off as a bowling ball of destruction while getting a temporary speed boost
Two Months Super Peel-Out Running in place, Sonic can build up speed before rushing forward, negating the need to build up speed.
Three Months Insta-Shield Using built up Static Electricity, Sonic can create a split-second shield, either as a defensive measure or to attack enemies while in a jumping Spin Attack.
Four Months Homing Attack Sonic launches himself as a Spin Attack that can hit anyone without fail
Six Months Sonic Boost Enveloped in a blue aura, Sonic can move even faster for a short period of time
Nine Months Soul Boost An enhanced version of the Sonic Boost brought about by Caliburn
One Year Excalibur Sonic The true form of the Knight of the Wind!

Edited 2015-12-31 02:34 (UTC)
derplander: (Default)

[personal profile] derplander 2015-12-30 08:21 pm (UTC)(link)
Character: The Adventurer (Meteor)
Activity Check: http://melodiesoflife.dreamwidth.org/109832.html

The Adventurer / Hydaelyn's Chosen

Chosen by the mother crystal Hydaelyn, the Warrior of Eorzea or the Warrior of Light is one of those people who have incredible power. From her strength, she bestows powerful magic strength upon the user.

The power of a Warrior combined with the Echo, creates a powerful being that has the strength to fell gods, as well as face up against the challenges of new and old. They are able to defeat beings several times their size, and battle against those who would deem themselves a danger to the public.

Strengths: Hydaelyn's Chosen are all blessed with the Echo, a supernatural force which increases power, strength, dexterity and all those stats into one ball. The more a chosen of Hydaelyn fights, the more powerful they become.

The Echo itself promotes a form of prevention of mind control, as well as the ability to see and project the future and past. Both Warrior of Darkness and Warrior of Light have this form of power.

Despite the connotation Warrior of Light, one does not have to be a actual Eorzea Warrior class to become a Warrior of Light. It is a general term, such as Hero of Light, and encompasses all classes and races of man. His attacks have a default slashing or piercing or blunt debuff, which is usually applied through a combo.

Weaknesses:Hydaelyn's Chosen has high HP but does not defend as well as they could. Their mobility is hampered by their heavy armor, but their strength is valuable in any raid. They are limited by their Technical Points, a small innate gauge of stamina that can be drained from stronger attacks.

Initial Dual Stances The user can shift between Defiance Stance which increases HP by 20% or Deliverance which increases damage dealt by 5%.
One Month The Echo The Echo increases all stats, damage dealt and healing received by 5%.
Two Months Unchained Nullifies the damage penalty inflicted by Defiance for 20s. Effect is canceled if Defiance ends.
Three Months Tomahawk Delivers a ranged attack. Increases hatred towards the user.
Four Months Provoke Commands the enemy to focus attacks on the user.
Six Months Berserk Increases damage dealt by 50% for 20 seconds. Pacified for 4 seconds when the effect ends.
Nine Months Vengeance Reduces damage taken by 30% and delivers an attack with a potency of 50 every time you suffer physical damage for 15s.
One Year Blessing of Hydaelyn The amount of healing, damage dealt and delivered is increased by 10%. User can see into the future or the past.

Re: JOB REVISIONS

[personal profile] derplander - 2016-01-10 23:40 (UTC) - Expand
scriptrix: (interested)

[personal profile] scriptrix 2016-01-01 07:10 pm (UTC)(link)
Character: Levy McGarden
Activity Check: November AC

Levy McGarden / Script Mage
Among those born with the talent for magic, there are some who kindle a love of knowledge and dedicate their lives to seeking it out. These wizards often awaken to the use of Letter Magic of some variety, and Solid Script is one such type. A Script Mage is capable of leveraging her large vocabulary and proficiency with the written word to literally weaponize them against her enemies. Whatever word is 'written' in the air takes on all the physical properties of that word, and can be used accordingly. Additionally, at higher levels of mastery the mage can also alter or cancel the effects of any magic based on the written word. Whoever coined the phrase 'the pen is mightier than the sword' may well have been describing the talents of a Script Mage.

Strengths: Besides their large stores of knowledge and impressive magical power, the primary strength of the Script Mage is versatility. Solid Script is a flexible magic, capable of numerous different feats limited only by the vocabulary, imagination, and creativity of the user. If a concept can be condensed efficiently into a single word, it is easily reproducible by the Script Mage. This makes their magic supremely useful for attack, defense, and general utility in a way that is unmatched by many other Jobs.

Weaknesses: For all their utility, Script Mages are incredibly weak in physical combat. Their strength, defense, and physical endurance are all very low, and they do not naturally possess any proficiency in the use of weapons or armor. Once a Script Mage has exhausted their supply of magic, they do not have any other way of defending themselves except to flee combat entirely. Additionally, Solid Script can only summon one word at a time on a temporary basis, and only corresponding to basic concepts - writing the word 'AIRSHIP' is not something that will work, for example. Finally, because of how it works, it's impossible to hide the use of Solid Script magic, since there will always be a large word floating nearby the mage.

Initial Magic Item Use Can power enchanted items with own magic.
One Month Solid Script: Matter Summons words with the properties of physical matter.
Two Months Polyglot Learns and translates languages twice as fast.
Three Months We Are Fairy Tail! Doubles attack and defense of anyone with the Fairy Tail guild mark.
Four Months Solid Script: Energy Summons words with the properties of energy types.
Six Months Rewrite Enchantment Can alter the effects of any magic based on the written word.
Nine Months Solid Script: Ambient Summons words with the properties of ambient environmental effects.
One Year Break Enchantment Can cancel the effects of any magic based on the written word.
Edited 2016-01-11 14:53 (UTC)
shinrasfinest: (Serious)

[personal profile] shinrasfinest 2016-01-05 10:59 pm (UTC)(link)
Character: Sephiroth
Activity Check: November

Sephiroth / S-Type SOLDIER
Defenders of the peace, heroes to children.
On Gaia, SOLDIER operatives are ShinRa Inc’s elite combat force yet are a separate division from the military. The role is widely publicized as heroic and many young boys have been encouraged to join ShinRa with the hope to one day submit themselves for the aptitude testing which may gain them entry to the coveted ranks which are renowned throughout the world.

The secret to the power of SOLDIER lies within their mako-infused bodies; delivering humans super-powered capabilities through an infusion of the distilled energy directly from the Planet itself. As such, it brings with it a base increase in all physical attributes though the initial skill of this Job must be activated to gain the complete effect. However the base increase, especially to strength, on its own can at first be jarring and take some time to adjust to.

All SOLDIER reflect this boost through a glowing gleam to their eyes, dubbed ‘mako-eyes’ in canon, and the intensity of this glow can vary with mood, emotional state etc. Due to their enhancement, SOLDIER have higher energy levels than most and this can reflect in any number of small ‘quirks’ brought on by this energy-boost; for example, some often find it difficult to sleep unless they’ve been suitably active physically during the day. In particular of daily mundane tasks, nutrition is less of a necessity as well, though this boon soon catches up during exhaustive periods (See: Weaknesses).

S-Type reflects the level of mako-energy with which Sephiroth has been infused with throughout his life; being as the infusion rate and concentration thereof surpasses any other SOLDIER. Though this Job does come with it’s own black, 1st Class variant of uniform (link: http://finalfantasy.wikia.com/wiki/SOLDIER), equipment can be substituted to suit personal preference.

Strengths:
SOLDIER have a default stats-increase which applies to every aspect of their physical limitation; activation of Combat Mode adds further to this increase for battle. As a result their strengths come from this boost; such as being generally stronger and quicker, able to jump higher and longer distances, able to keep going for longer etc. Most notably, this enables the use of oversized weaponry to be utilized where it might be too heavy/unbalanced to perform well with otherwise; eg. Masamune, Buster Sword.

Although it comes with the standard 1st Class uniform by default, SOLDIER do not suffer any penalty to any resistances or armor rating should equipment be swapped out for personal preference/freelancer/mundane attire.

Furthermore, due to the enhanced state of being SOLDIER, environmental resistance/tolerance is much higher than a normal human. Put simply: the effects of cold are still felt, but they are lessened. Neither do such environmental factors have a detrimental effect on the functionality of the physical body. With experience, one might learn to block it out completely.

Weaknesses:
Due to the finite limitation of such self-contained power in this Job -given as Crystallis doesn’t operate on similar metaphysics- delayed-onset exhaustion comes over the SOLDIER within 12-18 hours of Combat Mode activation; this exhaustion can be crippling for up to 2 days depending on the extent of combat activity -similar to a hangover from the stress placed on their physical boundaries and may also decrease the effectiveness of healing spells. If pushed, this weakness may lower skill capability and degrade overall HP.

Additionally, while Combat Mode is activated SOLDIER become highly detectable to psychics; the unnatural boost to life energy makes them akin to a beacon when compared with those of other Jobs.

Initial Begin SOLDIER Combat Mode Upon activation, all physical traits are significantly boosted (strength, speed, stamina, endurance, agility and recovery) - increases by level/month. Does not require a recast unless incapacitated but can be de-activated.
Two Months ShinRa Guard Casts Protect & Shell as one, duration increases per level.
Three Months Dash Dashes instantly to the current target, enemy or ally. The movement speed of which is increased x 3 per consecutive level.
Six Months Octaslash One of Sephiroth’s trademark combat skills. After a 1-2 second cast, dashes towards the target and delivers an uninterruptible flurry of eight slashes which can also extend to surrounding enemies; 50% chance of each strike being blocked by indirect targets. Critical chance increased 15% per consecutive level.
Eight Months Hellsgate Another of Sephiroth’s trademark combat skills. A single uppercut slash is followed through with a leap into the air before coming crashing down from the heavens in an almighty stab from above. May cause minor damage to surrounding enemies upon impact.
One Year Deathblow Instant cast which surges stirred life energy from within; manifests as a visible ‘charging’ to the equipped weapon. The following Octaslash or Hellsgate maneuver has added effect: Deathblow. Will instantly kill the current target upon execution, with the exception of particularly resistant monsters/high-level bosses, which instead take significant critical damage.


Journal Link: Here

Also:
-RE: Onion Knight, w/Custom Jobs in essence a Customs Job doesn't count towards Onion Knight
progression, neither can passive skills (such as additional 1/4 exp per month etc.) be used at the same time that a Custom Job is equipped?

-RE: Any other information you have on what processes/how long it might take the Jobs to be created?

Just to clarify, pls. TY :)
pole_position: (Default)

[personal profile] pole_position 2016-01-07 08:41 pm (UTC)(link)
Character: Pyrrha Nikos
Activity Check: November AC

Pyrrha Nikos / Huntress
Huntsmen and huntresses are elite warriors, trained in special academies to slay the creatures of Grimm and uphold peace throughout the world of Remnant. Each of the four kingdoms has its own Huntsman Academy, whose sole purpose is to train the next generation of brave warriors who will live and die to defend the peace of the kingdoms and the people living there.

Huntresses are trained in the use of the powers of Aura and Semblance, and wield weapons that make use of the mysterious substance known as Dust. Aura is the manifestation of one's soul, and with proper training, it can be channeled in various ways to aid in combat. Semblance is a more refined expression of Aura, varying from person to person. Pyrrha's Semblance is polarity, allowing her to control the power of magnetism. Dust is similar to the magical crystals found in Crystallis, containing elemental powers that can also be fueled through the power of Aura.

These three weapons, combined with the rigorous training of the Huntsman Academies, produce powerful warriors who are ready to face the myriad threats facing the world of Remnant. Huntresses owe their allegiance not to their academy, and not to their country of origin, but to the people. They can take missions and employment in any corner of the world, and their first priority is always to protect those in need of protection. Many are regarded as heroes in their own right, and are quite famous.

Strengths: Huntresses are superior combatants, trained to fight in harsh conditions and against overwhelmingly powerful enemies. They are trained in a wide variety of combat styles, as weapons with the capability to shift into different forms are common in Remnant. Their prowess in combat can be enhanced through the use of Aura, with their unique Semblance providing additional flexibility in the heat of battle.

Weaknesses: As powerful as Auras and Semblances are, continued use of these abilities is taxing on the body. The strength of an Aura degrades with continual use - doubly so with overuse of one's Semblance - and can only be recharged by resting. Though potent, this power is finite, and a huntress who manages it poorly may find herself defenseless when she needs it most. All but the most basic uses of Dust are also activated with Aura, so when it runs out, the huntress will find herself with far fewer options in combat. As it is a power linked directly to the spirit, spending one's Aura recklessly will also lead to physical and mental exhaustion.

Initial Aura Channeling Can activate properties of Dust and other magical crystals.
One Month Semblance: Polarity Lv 1 Low level telekinetic control over metal objects.
Two Months Aura Offense Uses Aura to increase strength temporarily.
Three Months Semblance: Polarity Lv 2 Can control more than one metal object at once.
Four Months Aura Healing Heal mid wounds (self only).
Six Months Semblance: Polarity Lv 3 Can launch metal objects as a ranged attack.
Nine Months Aura Defense Damage from attacks is dealt to MP instead of HP.
One Year Semblance: Polarity Lv 4 Can deflect attacks by metal objects.
dammit_flynn: starryheavens (→ yeah whatever)

[personal profile] dammit_flynn 2016-01-11 10:49 pm (UTC)(link)
Character: Yuri Lowell
Activity Check: Since Dec. AC was a check in and hiatus in Novemebr : Here's the December Log covering his AC for Dec if this works~
Reference: Here's a Link to the Artes that I used and tweaked based on the Wiki if there are concerns. Let me know if there's anything I need to tone down, fix and what not!

Yuri Lowell / Vigilante
Yuri grew up as an orphan in the Lower Quarters and alongside his childhood friend, Flynn. He had grown attached to Flynn's father and had strong respect for him. Upon the passing of Flynn's father, Yuri attempted to join the Imperial Knights along with Flynn. During his journey as an Imperial Soldier, he learned that not all laws should be obeyed or followed and sitting down and twiddling your thumbs got you nowhere. Yuri then found strong impressions in Niren, his former deceased Captain, who did things as he saw fit and never allowed laws to control him. Disliking the way of the Imperial Knight and sharing contrasting views than Flynn, Yuri left and pursued the life of a Vigilante, someone who sought to take matters into his own hands without legal authority. He did what he felt was right, even of the methods are not always good. Yuri felt that it was better to change things one by one from outside of the Imperial Knights, thrusting him into the world of Guilds and creating friendships and memories with it.

Strengths: The Vigilante job is based on strong brutal and fast attacks. This job excels in enhanced strength and agility, allowing its user to move faster than most people and land harder hits compared to other classes. Yuri's swords skills based on this class excels in quick slashing, and creating combos along with flashy finishes. The job is good for evading and distracting upon the battle field. Trickery can be added to the list as well, since Yuri is prone to flipping his sword around or distracting and confusing his enemies through false openings. This job allows him to also use his hands and feet in par with his weapon for flashier attacks.

Weaknesses: A strong weakness to this class is their defense. While, one can excel in strength, they lack in defense and can sometimes be fatal. Yuri's magical and physical defense is a little less a balanced class mage knight or balanced swordsman. As he focuses on attacking, he's often left unguarded and sometimes can cause recklessness. Yuri's movements are a bit more acrobatic and flashier than others, thus recovery time for certain attacks and abilities are extended, leaving him open for attack and possible knock down etc. Stronger and more brutal of his attacks tend to leave him momentarily open for enemies to attack as well.

Initial Wolf Strike chance of "guard breaking" an enemy
One Month Azure Edge wind based attack increasing in projectile size/speed/range with less recovery time based on the arte usage for Yuri. (ex: 100: basic recover, 200: 5%, 300: 10%, 400: 15% 500+: 20% max)
Two Months Guardian Field heals 20% HP to Yuri & surrounding allies in small area, while damaging enemy within the same area
Three Months Crushing Eagle downward earth based strike forcing grounded enemies to stand preventing their knockdown recovery.
Four Months Final Gale wind based attack that causes knock down of distant enemies
Six Months Lone Wolf Charge blast effect that knocks down airborne enemies & pushed away with a chance of "guard break"
Nine Months Brave Vesperia! increase overall stats for self and allies by 25%.
One Year Brutal Fang increase the number of slash hits that are landed on an enemy. number of hits are increased depending on amount of usage. (ex: 0: 22 hits, 100: 27 hits, 200: 32 hits, 400: 37 hits, 700: 57 hits, 1000: 107 hits)


(no subject)

[personal profile] dammit_flynn - 2016-01-14 19:23 (UTC) - Expand
greenmagick: (head tilt)

[personal profile] greenmagick 2016-01-14 04:05 pm (UTC)(link)
Character: Terra Branford
Activity Check: November AC

Terra Branford / Half-Esper
Esper or Phantom Beasts are a magical creature known to Terra’s unnamed world. They are a race of powerful creatures that are connected to the magic of the planet and in some scientist opinion give magic to the world. Unlike the monsters who roam the world, which can also inherently learn magic, Espers are sentient and have their own society. When killed they are transformed into magicite which can be used to teach others magic as well as summon that Esper in battle. Their magic can be used as fuel and the theory is that the magicite left in the earth’s crust is what gives the monsters their magic. Espers take forms similar to humans in order to live unnoticed by the world. Their home, where they can shed this mask, is the Esper World however it’s been destroyed and its current inhabitants is zero.

Strengths: The Esper job comes with high magic stats, decent physical stats, and the ability to equip a variety of equipment, including all swords, small shields and medium to heavy leather armor. This job is exceptional at magical fighting, and an adequate physical fighter. The special ability known as Trance transforms the user into her Esper form. Her Esper form boosts her evasion as well as her magical stats. This job has access to a wide range of magic however it mostly focuses on attack.

Weaknesses: When in Trance the user’s defenses are lowered in exchange for the increase in her magical abilities. Their magic can be used as fuel and are susceptible to any attack that draws magic from away from them. Weapons cannot be used in Trance and there is a cool down of 3 rounds before it can be casted again. After Trance the user often feels fatigue the duration of this feeling lessens with each use of the skill. The ability Riot Blade can only be used when NOT in Trance and the user must have a sword equipped. The user isn’t able to use heavy weapons or chain armor.

Initial Drain Absorbs 10% targets current HP and heals the caster.
One Month Poisona Poisons the target for 5 rounds doing 10% damage targets total health. (If monster has natural resistant but not immunity it does 5% damage; RGN to hit)
Two Months Fira Fire attack spell (mid).
Three Months Cura Heals mid wounds.
Four Months Trance Transform into Esper form. Stats increase by 20% + 10%/month, lasts for 1 round + 1/month.
Six Months Meltdown Fireball attack spell (strong).
Nine Months Riot Blade Powerful single-target non-elemental magic attack. Gains power at low health.
One Year Ultima Most powerful non-elemental attack spell (wide range).

(no subject)

[personal profile] greenmagick - 2016-01-26 00:35 (UTC) - Expand
goddessofthesky: (Default)

[personal profile] goddessofthesky 2016-01-14 08:02 pm (UTC)(link)
Character: Zelda
Activity Check: November AC

Zelda / White Goddess
The White Goddess is a divine entity of Skyloft and Hyrule. She was given the Triforce to protect after the three gods of old departed from the world. In her quest to protect the Triforce she chose a champion and gave her blessed Sailcloth to him naming him as the Chosen Hero. During the attack from the Demon King Demise the goddess lifted an outcrop of earth and the Triforce into the sky. She created a cloud barrier to separate the sky from the world below protecting the Triforce from evil. She fought against Demise and sealed him before choosing to be reborn into a mortal form as the first incarnation of Zelda. The White Goddess Hylia is the true ancestor to the Royal Family of Hyrule and explaining the magical powers passed down within their bloodline.

Strengths: The White Goddess Job comes with high magical stats, decent physical stats as well as the ability to equip swords, bows and light armor. This job focuses on fighting evil or dark based monsters but is able to hold its own against all creatures. It is a support class having stronger long ranged attacks both physical and magical based. Otherwise it focuses on boosting up others in the party and protection.

Weaknesses: This job has a low defense making the caster easily injured if they are hit. They are also significantly weaker against elements that use light magic as its source. The Cloud Barrier ability does provide protection however it also hinders the ability to attack.



Initial Sense Darkness Concentrate to sense the power of darkness or presence of evil.
One Month Goddess' Love Improves an ally's resistance to physical attacks.
Two Months Goddess' Prayer Heals mid wounds.
Three Months Goddess' Blessing Grants a weapon the holy property.
Four Months Armaments of Light Summons a sword or bow and arrow enchanted with light magic.
Six Months Seal Darkness Banishes monsters of the dark element or belonging to the undead class.
Nine Months Cloud Barrier Clouds enshroud an area, hampering enemy attacks and making retreat easier.
One Year Triforce of Wisdom Bottom left triangle glows on the back of the hand. Releases a bolt of pure light magic at a single enemy and then doubles the effectiveness of light, healing, and protective magic while bestowing clarity and heightened perception to the caster for 3 turns. (Must have the Triforce to use.)

(no subject)

[personal profile] goddessofthesky - 2016-01-25 15:24 (UTC) - Expand
aero_dienamic: (Default)

[personal profile] aero_dienamic 2016-01-15 08:26 pm (UTC)(link)
Character: Valvalis
Activity Check: For November, as December was a by.

Valvalis / Archfiend of the Wind
One of the four Elemental Archfiends created by Golbez to do his and Zemus's bidding in their conquest of the Blue Planet. As Archifiend of Wind, Valvalis makes her home in the skies, the floating Tower of Zot where the wildest winds are strongest. She is master of the skies and all forms of Wind magics, and some Lightning, including the devastating "Maelstrom" spell. Not only does she command the winds to grant her flight, but envelop herself in her own tornado of impervious hair as well.

Strengths: The Archfiend of Wind commands all forms of wind magic, from Aero to Maelstrom, as well as a mild amount of lightning. She can use her indestructible hair to protect her from all forms of offense, countering with a discharge of lightning. As a flyer, she's also immune to ground and Earth based attacks and magics.

Weaknesses: Where she's immune to attacks from the earth, the Archfiend is more than vulnerable to attacks from above. Any such attack can stop her tornado defense as well as leave her dazed. Much like mages, without her tornado defense, she is highly susceptible to physical attacks.




InitialTornado FormCounters all physical attacks. Can be dispelled by attacks from above.
One MonthAero, ThunderElemental attack spell (wind) (Lightning).
Two MonthsLevitationCan levitate over the ground.
Three MonthsStormLightning+Wind attack spell (mid, multiple targets).
Four MonthsRayGradually petrifies a single target over several minutes.
Six MonthsCycloneReduces HP of a single target by 50%.
Nine MonthsFlightCan spend MP for limited flight.
One YearMaelstromReduces the health of all enemies to 10% of their current health.

Re: JOB REVISIONS

[personal profile] aero_dienamic - 2016-01-24 22:47 (UTC) - Expand

(no subject)

[personal profile] melodiesnpcs - 2016-01-24 22:55 (UTC) - Expand

Proposed revision mk 1?

[personal profile] aero_dienamic - 2016-01-24 23:10 (UTC) - Expand
fearlessherosheart: Tazendra (Default)

[personal profile] fearlessherosheart 2016-01-25 02:14 am (UTC)(link)
Character: Tazendra
Activity Check: January 2016

Tazendra / Dzurlord Sorcerer
Every citizen of the Empire of Dragaera, from a peasant child to the heir, has a link to the Imperial Orb, which orbits the head of the ruling Emperor and is linked to the power of the Great Sea of Chaos. The basics of sorcery -- the science of psychically drawing on power from the Sea through the Orb -- are considered part of a full noble's education. However, some have the time and inclination to make a detailed study of shaping power from the Orb and become known as sorcerers. Sorcery has many uses, but those of the House of the Dzur, such as Tazendra, turn it to much the same use as they turn their blades to: becoming great warriors.

However, despite the martial focus of sorcery in Tazendra's hands, she has the basic knowledge that lets her use her magic for something other than bigger and bigger explosions. Sorcery is the manipulation of matter and energy, after all. The final skill, Teleport, was first successfully used by Tazendra in her own world, and permitted travel from place to place.
Strengths: Unlike the mages of Crystallis, which depend on their own MP to cast spells, Tazendra's spells are powered through her link to the Orb. While she can get mentally fatigued just as swinging a sword around makes her physically fatigued, she never runs out of energy to throw into a spell. The spell selection is also versatile, including attack spells and ones that can manipulate the battle field. Furthermore, Tazendra can create 'flashstones', which allow her to share her spells with others. If Tazendra knows she has downtime, she may construct these.

Weaknesses: Dragaeran sorcery has an unusual tendency to react to metal. A sword or jewelry is usually not enough, especially on a battle field, but armor cannot be worn around combat spells. That means even if Tazendra has a job that allows for armor equipped, her spells will be likely to include her as a target. Dragaeran sorcery also requires Tazendra to be able to concentrate: casting spells while tired or under some status conditions that disrupt concentration can not just lead to a lack of spell, but a backfire of the energy used. This is true even for Tazendra's non-damaging spells.

Initial Citizenship Provides a link to the Imperial Orb, allowing power to be drawn, and communication with others linked to the Orb. Also has a clock function.
One Month Energy Channel Low-level fire attack spell.
Two Months Flashstone Links a low-power spell into a stone for others to discharge.
Three Months Armor-Seeking Spells have increased change to hit and double damage of spells against targets with large amounts of metal (armored or machine targets).
Four Months Sorcerous Study Energy Channel may be cast at mid-level or low-level.
Six Months Illusion Creates light and sounds. Can be used to give the Blind status effect, or drown out other sounds or to create actual illusions.
Nine Months Orb Enhancement Raises ‘Flashstone’ to mid-level and low-level spells and Energy Channel to any-level spells.
One Year Teleport Allows user to return to a place they have been (or seen via telepathy).

Re: APPROVED (+ NOTE)

[personal profile] fearlessherosheart - 2016-02-14 04:12 (UTC) - Expand
shining_derp: (Default)

[personal profile] shining_derp 2016-01-26 07:04 pm (UTC)(link)
Character: Shining Armor
Activity Check: November AC

Shining Armor, Captain of the Royal Guard
As Captain of the Royal Guard, this job is initially all ceremonial, but he leads a troop strength of several dozen ponies at one time. The position is earned through dedication and talent to the protection of the Royal Family and the main important structures of Equestria. Shining Armor leads a unit of ponies back home, and defends the capital and his own royal home of the Crystal Empire.

Strengths: Royal Guards can equip multiple weapons, though not at the same time, ranging from spears, swords and crossbows. It is not uncommon for a Royal Guard to have training in multiple weapons, as well as protective and offensive spells at the same time.

Weaknesses: Royal Guards work as a unit, and can be overwhelmed with multiple numbers. It is not a tank job, but a dps job, capable of dealing high numbers with lower defence, due to the troop strength of the unit involved.

Initial Unicorn Magic Level 1 At initial, this grants the use of telekinesis and a basic shield.
One Month Shield Level 1 This allows Shining Armor to make a personal sized shield that can repel most basic attacks.
Two Months Unicorn Magic Level 2 This allows Shining Armor to fire a moderate damage offensive beam, which can stun, and/or push back an opponent.
Three Months Shield Level 2 Shining Armor can now maintain a protective barrier around a party of 4 people.
Four Months Unicorn Magic Level 3 Shining Armor is able to cast the basic Unicorn spell Winking (Teleportation). This has a max range of 10 meters and can be only cast up to 3 times in a fight.
Six Months Shield Level 3 Shining Armor is able to create a shield around a full party of 8 members, or a small house. This will defend against strong attacks.
Nine Months Unicorn Magic Level 4 Shining Armor is able to cast a powerful concussion spell, which is the main offensive spell of Unicorn mages. The strength of this attack is fairly high.
One Year Shield Level 4 Shining Armor is able to shield a whole district from damage. This will defend against strong attacks, a single limit break. Shield lasts for a duration of 20 minutes, a far cry from his original strength.

Edited 2016-01-29 21:45 (UTC)

Re: JOB REVISIONS

[personal profile] shining_derp - 2016-02-09 15:39 (UTC) - Expand
jadethenecromancer: (time for a little magic)

[personal profile] jadethenecromancer 2016-01-27 11:08 pm (UTC)(link)
Character: Jade Curtiss
Activity Check: For January!

Jade Curtiss / Fonist
Those born on Auldrant learn to manipulate fonons -- basic particles of sound that bind atoms together -- in order to control elements. By drawing fonons of different elements from the atmosphere into the body, the user can then combine them with incantations to perform fonic artes, a form of magic native to Auldrant. Most fonists can only manage one or two elements, but as it happens, Jade was born with the talent to use six out of seven different fonon types, giving him access to a wide variety of fonic artes to use in combat.

Strengths: Fonists are by their very nature casters with high magic power. Jade's aptitude for multiple elements makes him versatile in battle, able to take advantage of enemy weaknesses. Many of his stronger fonic artes have a relatively wide area of effect, which is handy for dealing with groups. His final skill, Mystic Cage, is particularly deadly and nearly impossible to avoid. Fonist also comes with high magical defense, enhanced further by the Magic Guard skill that protects him from most spell damage... provided that he times it correctly.

While most caster Jobs come with heavy physical weaknesses, a skilled fonist can make room for some physical training and sometimes use fonons to strengthen their attacks. This means Jade's physical attack while wielding a spear is actually quite decent -- not at the same level as a Job specializing in physical prowess, but good enough that he can defend himself if necessary.

Weaknesses: Though Jade's physical attack is sufficient, the same sadly can't be said for his physical defense. Indeed, specializing in magic and lacking the ability to wear armor, he's something of a glass cannon and has to take great care not to get cornered. This often means he needs some protection when fighting bosses or multiple enemies. This weakness is enhanced by the fact his fonic artes take time to cast, anywhere between 5 and 12 seconds depending on the strength of the arte, which can be crucial in the heat of battle. The Magic Guard skill is of some help, but due to its very short duration has to be carefully timed and may leave him open to attacks once it wears off.

As if the low defense wasn't enough, the one fonon type Jade has no talent for is the Seventh Fonon, primarily used for healing artes. As such, should he get injured, Jade has no way of healing himself without the help of items or a second Job. Finally, though very powerful, Mystic Cage requires a cooldown time after it has been used. The only time it would be feasible to use more than once is during particularly long boss battles.

Initial Base Artes Sonic Spear (physical thrust attack that pushes the enemy away), Thunder Lance (physical + electricity).
One Month Novice Fonic Artes Weak attack artes. Energy Blast (non-elemental), Drain Magic (drains a small amount of MP from one enemy)
Two Months Magic Guard A shield that reduces magic damage by 70% for 3 seconds. Can only be used while standing still.
Three Months Mid Fonic Artes Mid-level attack artes. Stalagmite (earth), Splash (water), Turbulence (wind), Flame Burst (fire).
Four Months Arcane Artes Impaling Heaven (strong physical thrust attack), Sovereign Gale (physical + wind).
Six Months High Fonic Artes Strong attack artes. Ground Dasher (earth), Blessed Drops (water), Thunder Blade (elec), Infernal Prison (fire).
Nine Months Forbidden Artes Powerful attack artes. Absolute (ice), Prism Sword (light), Meteor Storm (non-elemental, wide range).
One Year Mystic Arte Mystic Cage (extreme non-elemental damage to all enemies). Requires cooldown time.
im_pancake: (Default)

[personal profile] im_pancake 2016-02-01 02:32 am (UTC)(link)
Character: Twilight Sparkle
Activity Check: January AC

Twilight Sparkle/Alicorn
In Equestria, there are four kinds of ponies - unicorns, ponies whose strengths focus more on their usage in magic; pegasai, winged ponies who can fly and control the clouds; and Earth ponies, who are connected to the land below and sport incredible strength. There’s also a fourth race known as Alicorns, who are vaguely defined as to what they can and cannot do. What is known is that Alicorns are a combination of unicorns and pegasai, being able to use magic and fly, and it is highly possible that they also use Earth ponies abilities with the land, though as Princesses, Alicorns tend not to use that ability. However, their magic level reaches insane levels - Princess Celestia and Luna are both able to move the sun and moon and Princess Cadence is able to grow stronger via the Power of Love. However, seeing as Twilight’s talent is the equally ill-defined “magic”, it is unknown just the full potential Twilight really has.

Strengths: Beyond her alicorn-granted ability to fly and walk on clouds like a normal Pegasus, Twilight's main ability is vaguely defined as "magic" as she has such raw potential in magic. This is translated into the skill "Power of Friendship", which allows Twilight to copy magical skills or take certain physical abilities and translate them to magical spells, though through the bonds of friendship towards other Heroes and not by surviving attacks from enemies; for example, Twilight could take the Ninja Job's Ceiling Walking ability and turn it into a magical spell of her own should she befriend someone with the Job.

Outside of this, Twilight has a number of other spells she uses. Her most helpful one is her Teleportation spell, which allows her to transport from place to place in an instant, though she rarely carries others with her. Another is her magic bolt spell, which can be used to zap others in combat. As her power grows, so does her spells, adding potency to the standard set of spells - her Telekinesis can expand to hold down large areas, her magic bolts can be charged up for powerful bursts of energy and her Teleportation can be used to move entire groups across long distances.

Her ultimate ability is the Element of Harmony: Magic, which grants her a magical buff which grows in the presence of other Element Bearers.

Weaknesses: Twilight's biggest weakness towards all of this is the fact that her spells, while powerful, have the potential to completely and utterly fail, screw up, explode or hit someone else. Twilight studies in magical theory but rarely practices it and thus, when its needed, it has the chance to utterly fail. The higher the level, the more of a chance her magic can backfire, even harm her fellow Heroes.

The Power of Friendship also has major limitations as Twilight can only copy four abilities at a time, can only drop and replace one per month and cannot copy abilities connected to Advanced Jobs, Custom Jobs or the Onion Knight Job, thus Twilight can't do something like gain super speed, summon an Airship or draw upon the Melodies of Life.

The Elements of Harmony ability is also limited as its full power is drawn within the presence of the Mane Six, thus without Twilight's other five friends, its full power is dulled.

Initial Magical Telekinesis Levitate items via usage of magic. Magical failure level: 10%
One Month Alicorn Flight Gain the ability to fly and walk on clouds. Raises Magical failure level 5%
Two Months Power of Friendship Able to copy abilities via magic through friendship. Raises Magical failure level 5%
Three Months Teleportation Able to disappear and reappear in short distances. Raises Magical failure level 5%
Four Months Magic Bolt Fire magical bolts from her horn. Raises Magical failure level 5%
Six Months Magical Potency Level 1 Increases the power of Twilight's magic.
Nine Months Magical Potency Level 2 Raises the power of Twilight's magic further.
One Year Element of Harmony: Magic Temporary self-buff to magic abilities. Buff increases in power with other Element of Harmony users.
Edited 2016-02-01 02:33 (UTC)
theendiswherewestartfrom: (Default)

[personal profile] theendiswherewestartfrom 2016-02-04 07:50 pm (UTC)(link)
Character: Captain Jack Harkness
Activity Check: Activity Check!

Captain Jack Harkness / Time Agent
With three simple words, a fixed point in time was created, and Jack Harkness’ life force was forever tied to the Time Vortex. He no longer seems to age, and can never die. Not permanently, and any death he suffers, he will eventually return to life from. But, here in a different universe than the one this bond was created in, the rules are a little different. The Time Agent can heal any injury, and even return to life from some death, but at the cost of becoming dissonant from some of the other rules of this world. As the Doctor judged it, a fixed point in time is still “just wrong.”

Strengths: As a fixed point in time, the main strength of this job is the Time Vortex continually working to keep the Time Agent at the 'point' where they were converted, which means their wounds constantly slowly heal. As they gain in power, they are also more resistant to physical ill effects, such disease, poison, and paralysis. Being a fixed point in time also means that the Time Agent is less affected by magic that manipulates time. The ultimate skill of this job allows the Time Agent to even return to life, before they can fall into Crystal Stasis.

Weaknesses: This Job confers no bonuses to attack, and nor any proficiency with armor, light, medium, or heavy. As the Time Agent increases in power, their ability to get healed from outside sources decreases. In addition, due to the nature of this universe's Time Vortex, this job cannot return a hero to physical life from out of Crystal Stasis. Instead, the hero is aware of the passage of time during Crystal Stasis, while in a black void. They are unaware of the physical world around their body, but they are conscious of being dead and trapped without being able to actually see or speak or feel.

Initial Auto-Regen 1 User slowly regains health in a steady fashion.
The following White Magic no longer works: Cure.
One Month Scan With a Vortex Manipulator equipped, the Time Agent can scan a target or an area for information about Time Magic or dimensional disturbance.
Three Months Auto-Regen 2 User moderately regains health in a steady fashion.
The following White Magic no longer works: Cura.
Five Months Just The Man Increased resistance to Poison and Paralysis statuses, and mundane diseases. Immunity to radiation.
The following White Magic no longer works: Esuna.
Seven Months Fixed Point In Time Immunity to Slow, Haste, and Stop.
Nine Months Auto-Regen 3 User massively regains health in a steady fashion.
The following White Magic no longer works: Curaga, Regen.
One Year "I Bring Life." If killed, user is automatically revived (once per day.)
The following White Magic no longer works: Life.
foodchaining: grin (Default)

[personal profile] foodchaining 2016-02-18 05:10 am (UTC)(link)
Character: Kyoko Sakura
Activity Check: January

Kyoko Sakura / Mahou Shoujo ( Modular Spear )
"Contract?" With the help of Kyuubey, the only thing you need is a wish, and the willingness to become a magical girl that fights witches, of course. Once the deal is made, a Soul Gem is produced, and although its true nature remains a mystery at first, one thing is certain: it is the source of a magical girl's power.

With an overall added boost to strength, defense, agility and speed, the Soul Gem transforms Kyoko Sakura into the sort of magical girl you read about in manga. Armed with a weapon, in this case a Lance. A magical girl must take her duty of defeating witches seriously, in order to make sure that her Soul Gem remains colourful and bright -- and purifying witches is the only way to ensure that happens. (Note; for the sake of Melodies of Life, defeating monsters will fulfil this purpose, though a far greater number of sacrifices are needed. ie. one witch = 5-10 monsters.)

Strengths:
A veteran of the game, and a natural born fighter Kyoko is a powerful and refined magical girl with experience on her side. Her prowess in battles, be it due to an actual desire to do good or the selfish desire to live gives her a fiendishly strong conviction to win at any cost. Much of the redhead’s tactics focus her weapon, whose ability to transform gives Kyoko a surprising amount of versatility in the battlefield. The power of her soul gem gives uncanny endurance levels which allows Kyoko to keep fighting with injuries long past when anyone should have fallen to them – though the need for this particular attribute is best avoided.
Weaknesses:
Kyoko’s abilities rely on magic which is not unlimited, her soul gem requires an infusion after battles to keep fighting. Too prolonged of a fight may result in weakening over time, in dire consequences retreat, or worse. As a skilled fighter with a cocky attitude she’s known to utilize enormous amounts of magic with reckless abandon in displays of great strength and power, certain she can easily gain more. Her melee class brings her close to the action and therefore the danger, her skirts do not offer a fitting armor class for this role.

Initial Soul Gem Transforms into Mahou Shoujo Kyoko Sakura! Summons a lance, with a significant boost to base stats.
One Month Stigmata Can manipulate length of her lance.
Two Months Chastity Utilize magical agility skills and pole vault off lance for advanced parkour.
Three Months Crucify A rapid series of forward thrusts of the spear with enhanced speed while modifying the weapon’s length.
Four Months Inquisition Halberd extends into a modular spear with chained link sectionals, allowing Kyoko to dole out blunt force damage like a ball and chain.
Six Months Penance Weapon can now be manipulated at will by combining magic and force. Unlocks the following abilities: striking with chain portions like a whip, attacking with lance head like a scorpion’s tail, wrapping chain around and capturing enemies.
Nine Months Latticework Barrier Creates a magical barrier that covers the battle field, holding enemies – or allies, at bay. Attacks cannot pass from one side to the other.
One Year Sacrifice Soul gem is infused with magical energy until it creates mass area of effect explosion. Attack results in character death.

Edited 2016-02-27 02:53 (UTC)
ninjainviolet: (Default)

[personal profile] ninjainviolet 2016-06-28 08:05 am (UTC)(link)
Character: Sheena Fujibayashi
Activity Check: Right Here

Sheena Fujibayashi / Seal User

On Sheena's world, mana is the basis of all life and magic. All living being possess mana, but only those of elven blood can use their mana to manipulate the planet's mana and cast magic because of their unique ties to the mana itself. (They're the ones who brought it to the planet in the first place). However, those who can't cast magic can use their mana in other ways by infusing their weapons with it in order to perform special attacks or moves. While there are many who use typical weapons like swords, Sheena is the only one on her entire planet who uses Seals--pieces of paper inscribed with certain "incantations" that activate the moment she pours her mana into them.

Each Seal she possesses has a different inscription, giving her an arsenal of abilities that range from healing herself to attacking the enemy to bringing an ally back from "death" during battle.

Strengths:
Although they merely look like scraps of paper, Sheena's Seals can still pack quite a punch to the unsuspecting. Unlike a sword or a staff, Sheena can use Seals from a distance, controlling them with her mana to lend aid and support to her allies--or even to give herself a leg up in battle. Like a magic user, she can also focus her attack Seals on either a single enemy or several at once.

Three of her Seals, when used correctly in tandem with each other, can also allow her to fight for a long time, as Guardian protects, Life heals, and Spirit replenishes her mana.

Weaknesses:
As a ninja, Sheena wears no armor, so the chance of her being injured when hit is pretty high. And ironically, the two Seals that would enable her to heal and restore any mana lost require her to hold the seal and make contact with her opponent in order for the "transfer" to take place. A technique that puts her right back into harm's way as she's trying to get out of it. To get around this, Guardian must be used, but if her mana is low, it can't be activated. This is extremely dangerous when she's fighting alone as without resorting to her Spirit Seal, or lacking any healing items, it takes time to "recharge" her mana in order to use any of her seals--at times leaving her vulnerable to attack.

In addition, unlike a sword user who can channel his mana into any sword and perform whatever special attack he desires, Sheena must switch to the appropriate Seal in order to obtain the effect needed. After years of use, she has mastered the swiftness of switching, but that doesn't mean she can't be caught with her guard down and left open to being injured.

Initial Life Seal Gain a small amount of health while damaging opponent with the same amount.
One Month Spirit Seal Restores a small amount of mana while damaging opponent with the same amount. (Opponent does not have to be a magic user.)
Two Months Absolute Seals The "Absolute" versions of Power Seal (decreases enemy defense), Mirage Seal (decreases enemy accuracy), and Serpent Seal (decreases enemy evasion). Each one guaranteed to work--effect is a 10% decrease.
Three Months Guardian Seal Creates a barrier that reduces the damage from both physical and magical attacks. (Self)
Four Months Pyre Seal An explosion of cards controlled and directed by Sheena that creates "knockdown".
Six Months Cyclone Seal Wind Surrounds the enemy and lifts them off the ground. (Won't work on larger enemies).
Nine Months Demon Seal Similar to Pyre Seal, this attack is light-based, inflicting heavier damage to dark-based enemies.
One Year Purgatory Seal Revives an ally from KO/in-battle only.
gorgeous_sin: (Looking Down on You)

[personal profile] gorgeous_sin 2016-07-31 08:43 pm (UTC)(link)
Character: Lust
Activity Check: Hiatus this month, but here's last month's: DOUBLED

LUST / HOMUNCULUS
When mankind tries to cheat death and raise the dead, a price must be paid. But there is no price in all the universe equivalent to that of a human soul. The results are almost always abject failure, if you're lucky. If you're unlucky, you create a homunculus -- a creature that takes human shape after consuming mass quantities of the compressed remains of human souls. A homunculus is an abomination of alchemy, and will always feel incomplete without a soul of their own. Though this job enables a person to use the Ultimate Lance, one has to wonder if surrendering their humanity for this job is truly worth it...

Strengths: A homunculus is nearly immortal. They cannot be killed unless the proper alchemical circle is invoked, combined with part of their original human remains. They no longer need to eat or sleep, though they may choose to do so if they wish. A homunculus possesses one particular power attributed to the deadly sin that they embody, and are able to regenerate from nearly anything inflicted upon them.

Weaknesses: Their lack of humanity also leads to a lack of conscience. Homunculi are unable to feel love or compassion, and almost always behave according to their sins and/or selfishness. Most stats for a homunculus don't change upon taking on this job's mantle, and most are unable to equip most weapons. Homunculi are mistrusted by most, and for good reason. Don't expect to make a lot of friends and allies by equipping this job.

Initial Loss of Humanity 1 No longer need food or drink to survive. Less concerned about how actions affect others.
One Month Regeneration 1 Minor bruises and injuries fade within minutes. Character recovers HP slowly.
Two Months Loss of Humanity 2 No longer need sleep to survive. Character behaves selfishly.
Four Months Regeneration 2 Deep wounds and afflictions fade within minutes. Able to regrow lost limbs after one day. Medium HP recovery.
Six Months Sinful Talents: Ultimate Lance Fingers can now extend to extreme lengths, and can pierce through any substance.
Nine Months Regeneration 3 Rapid HP recovery. Heal from any injury within seconds.
One Year Immortal Body Character can no longer be killed without transmutation circle and former remains. All morality and compassion is gone.
Edited 2016-10-10 16:53 (UTC)

Re: JOBS REVISIONS

[personal profile] gorgeous_sin - 2016-10-12 20:05 (UTC) - Expand
needsteaplz: (there be thorns under this flower)

[personal profile] needsteaplz 2016-09-20 08:20 am (UTC)(link)
Character: Saori Nakagawa
Activity Check: August 2016 AC

Saori Nakagawa / Fumomancer
In Saori's world, souls eventually develop their own powers after going through multiple cycles of reincarnation. Most never unlock their soul power as their queue time between reincarnations is too short and having a physical body restricts them even further. After her premature death, Saori endured extensive training and managed to find hers: the ability to create constructs with smoke as her medium.

Strengths: Saori's constructs are made of smoke that she can pull from the environment and smoke bombs. As to what she can create, it's only limited by Saori's imagination and how much smoke she has. She can use her MP to give her constructs a boost in durability and strength.

Weaknesses: All of Saori's skills rely on her reserve of smoke via smoke bombs or flasks filled with smoke. Every construct she creates are temporary and will not possess the full power of the original despite her mastery in things like weapons. Her second job determines what her stat changes and weapon proficiency. If she creates a weapon that requires ammunition, she must provide her own.

Initial Fumo-kinesis Manipulate smoke with user's will. Constructs last for either 5 minutes or 3 hits.
One Month Melee Sincerest Flattery Able to create temporary copies of melee weapons.
Three Months Ranged Sincerest Flattery Able to create temporary copies of long range weapons.
Five Months Smoke in Your Eyes Creates an orb of smoke that explodes in the target's face. May cause blind status effect.
Six Months Chain Smoke Creates a chain to either bind a target temporarily or as a means to propel herself.
Nine Months Magic Smoke Use MP to increase durability and power of constructs by 30%
One Year Smoke and Mirrors Saori is able to transform into smoke to negate one attack aimed at her.
acceptedoblivion: (Default)

[personal profile] acceptedoblivion 2016-10-02 06:38 pm (UTC)(link)
Character: [AU] Riku Replica (Ira)
Activity Check: Last month's AC

Ira, the Riku Replica / Dark Hero Replication
Replicas are an artificial copy or clone of another living model. Puppets created to serve the function their creator had designed them for. Yet due to the materials they are constructed from, they are granted a unique ability in addition to the abilities their originals held: absorbing others to increase their own strength.

Ira was created to stand toe-to-toe with Sora, and as such was based off of Sora's best friend, Riku.

Strengths: Those that open their being to their anger and hate are granted the power to manipulate dark energies--the aptly named Darkness. Much like the Dark Knights, they can bend it to their will with similar costs, but they are faster; more agile. Being born of the battle data of Riku, the "Hero of Darkness", Ira's specialty is darkness. Able to teleport short and long distances, they're capable of dealing damage and disappearing just as quickly. He can create a second weapon from his own darkness, and with it power abilities he has made his own.

Weaknesses: However, despite these bonuses, Replicas are often unstable. They are more vulnerable to those who know how to rewrite their wills and senses than most. As a wielder of Darkness especially, he is in danger of being consumed by it. Doubling this is the light armor he wears, designed for speed and to increase the effectiveness of his dark magic. For as good as this Job is offensively, there is little in the way of defense, especially when utilizing a Dark Corridor without outside protection.

Initial Dark Mode Sacrifices 40% defense for an increase of 20% in strength, speed and agility. Adds 5% additional Darkness-based damage to all attacks.
Initial Novice Swordsmanship Shake Off (physical spin attack), Continuous Swings (quick physical two-slash combo, second slash being a dash attack with a 30% chance to stun)
One Month Darkness Sense Grants the ability to sense the darkness and the emotions tied to it in the hearts of others.
Three Months Intermediate Swordsmanship Vertical Swing (jumping attack that launches three vertical waves of energy outward), Helm Split (leaps into the air and dives on top of a single target three times).
Four Months Weapon Summoning Allows to dismiss and call forth the weapons of the user from a small pocket in space, or create an additional one from the darkness within.
Six Months Dark Magic Dark Firaga (Casts a single, homing, dark fireball at a single target.), Dark Thundaga (single frontal cone of purple electrical damage)
Ten Months Dark Corridor Creates a tear in space to teleport user and others to a previously visited location at the cost of 5% health of all who travel through the corridor.
One Year Life Absorption Drains an enemy weakened lower than 25% of its initial health of its remaining life force, killing the enemy and gaining access to a limited portion of their unique power.
Edited 2016-10-02 18:39 (UTC)
ranoutofbugs: (14)

[personal profile] ranoutofbugs 2016-10-09 02:51 am (UTC)(link)

Character: Lailah
Activity Check: September AC

Lailah / Lady of the Lake
The Lady (or Lord) of the Lake takes on the mantle of being a Prime Lord, awaiting a Shepherd to serve as her vessel in order to wield the power of purification over the malevolence in the world and to ultimately come face to face with the Lord of Calamity. Taking on an oath, she gives up something in order to be able to give the gift of purification to the Shepherd who will make a contract with her.

Strengths: Magic is this class' name, and magic is what game it excels at. Fire is what this class specializes in exclusively and it's unfortunately weak to water. It's an excellent support class provided she can find a Shepherd to contract with. She can form contracts and bring teams together who can use the armatization skill, so the team can center around her and her Shepherd.

Weaknesses: Lady of the Lake is very much a support class, and not having anyone to support will leave it useless alone on the battlefield. Despite being called Lady of the Lake, it has absolutely nothing to do with water. Also, the power of purification is not theirs to wield - in fact, if they do not have a contract they cannot wield it at all. It is only through a contract with a Shepherd can the flames be given life. If the Shepherd ever gives into malevolence, then everyone the Shepherd is contracted to - humans and seraphim - become hellions.

Initial Silver Flame Wields the flames of purification. On the field, one can use the Silver Flame to ignite torches, clear away obstacles weak to fire, get a preemptive attack on enemies, and activate glyphs which require use of the fire element. It can also add the fire element to basic physical attacks if imbued during combat. Initially it has a weak effect, but once a Contract is made, it becomes more powerful.
One Month Contract Creates a contract between the Lady of the Lake and another entity. There are three types of contracts: the Shepherd, the Squire, and the Sub-Lord. The Shepherd contract is limited to one person, and that person can wield the power of purification. The Shepherd becomes the vessel for the spirit of the Lady of the Lake as well as her Sub-Lords,and it puts a toll on them depending on their "resonance". The Squire is subservient to the Shepherd, but can also wield the power of purification as well as the power of the Armatus depending on their "resonance". Sub-Lords are subservient to the Lady of the Lake, and at any time under her consideration she may invoke the contract to restrain a Sub-Lord with a paralyzing effect, though in exchange the Sub-Lords can also harness the power of purification.
Two Months Armatus The Shepherd or Squire(s) can fuse with the spiritual energy of the Lady of the Lake or her Sub-Lords. The Armatus cloaks the Shepherd of Squire in a white and gold uniform with highlights from the element's color (red for fire, blue for water, green for wind, orange for earth). While it cuts from two separate units into one combined unit, the combined entity has both of the individual statistics combined and all attacks become the element of the seraph in question. Armatization costs some energy to forge, but can be dismissed at will with no negative effect. Invoking the Armatus while the Shepherd or Squire is incapacitated will also resurrect them. While Armatized, the unit cannot use basic physical attacks (martial artes) but have access to magic (seraphic artes) and special techniques (hidden artes).
Three Months Concerto Infernus A special unique arte that envelopes the user in flames, and attacks a single unit and any nearby units with purifying fire. It's a fairly quick attack, but expends a medium amount of energy.
Four Months Equipment Fusion Befitting a seraph of fire, if she is in possession of two pieces of equipment with the same name (i.e. Mythril Sword), she can fuse them together to create a new piece of equipment (i.e. Mythril Sword +1). The resulting piece of equipment is stronger, and the abilities imbued into the weapon may mutate depending on the mix.
Six Months Primal Embrace An attack more powerful than Concerto Infernus. The Lady of the Lake spreads paper talismans (may as well call them ofuda) imbued with fire mana as flames surround the battlefield. The energy congregates into a single point (the enemy unit) and explodes, taking out anything else in the same vicinity.
Nine Months Health Maintenance An effect similar to the Final Fantasy HP Stroll. While walking around, the party will gradually restore HP as long as this effect is activated. As an extra bonus, the Lady of the Lake will also verbally remind you when to restore your health! Preferably with snacks.
One Year Flamberge The ultimate attack of the Fire Armatus. Wielding the sacred blade together, the Armatized Unit concentrates all of their fire mana into it and gives a swipe that incinerates an area of effect, taking all impurity with it.

dammit_yuri: (04)

[personal profile] dammit_yuri 2016-10-09 03:38 am (UTC)(link)
Character: Flynn Scifo
Activity Check: September AC

Flynn Scifo / Imperial Commandant
The Imperial Commandant is an individual who does the image and name of a noble knight well, being virtuous and righteous fighting for their country and their citizens. When there is an issue with the system, the Imperial Commandant will work within the system to try to rectify it.

Strengths: A standard leader unit, the Imperial Commandant is a physical tank with heavy armor and a broadsword, and is fairly quick along the battlefield. They also have access to light-elemental magic and healing magic, though not a master at either. It is a strong all-around unit that is an easy choice for leading a party. He can also imbue his physical attacks with the fire attribute if needed.

Weaknesses: Your cooking will look amazing but taste like shit. The Imperial Commandant is more or less specialized as a physical class. While it has access to a few light-elemental spells and healing spells, it is by no means an expert on the others aside from attacking and defending. Also, the full potential of the job class cannot be executed unless it is paired up with another person with the job class of Vigilante.

Initial Ultimate Hell Pyre Enveloping his sword in flames, a vertical slash slams into the enemy. After 100 uses, it may be used in midair with no delay.
One Month Over Limit A skill used by the Imperial Knights of Zaphias. By engaging in this mode, the Imperial Commandant (and anyone in his party) can use the built up tension from combat to create an adrenaline rush, and for a short time, are stronger, faster, and more capable. Spells have no casting time and being staggered is not a possibility. The only downside is that tension takes a very long time to build up and is not made for use in casual battles.
Two Months Cure A spell granted by the bodhi blastia to enable one to heal another party member or themselves by 75%. Spellcasting can be interrupted unless the caster is in Over Limit.
Three Months Divine Streak The caster strips off all of their clothes, is enveloped in light, and runs around the battlefield naked. A light elemental spell, the caster formulates a mandala in front of them before charging it up and emitting a large beam of energy out in a straight line. The trajectory of the spell cannot be altered once the mandala is set. Because it has the properties of light, it may also be reflected with a reflective surface. The spell takes a while to charge, and casting may be interrupted.
Four Months Distortion Blade Channeling all of his energy into his blade, the Imperial Commandant raises the sword above his head and extends it with non-elemental energy, swinging it downward vertically upon an unsuspecting enemy target. It is said that this arte was inspired by a hero who traversed time and space in the most ancient of legends.
Six Months Radiant Dragon Fang If in Over Limit, the Imperial Commandant can channel all of his energy into his blade, releasing three radiant dragons to devour his enemies. If not in Over Limit, it can be used as a counter to and cancellation of an enemy's Limit Break, provided Over Limit is available. The area of effect is relatively small for this ability.
Nine Months Firebird Flight Surrounding himself in flames, the Imperial Commandant deals three slashes to an enemy before jumping back, and the flames become a phoenix that rushes at the enemy party. The area of effect is medium - larger than Radiant Dragon Fang, but does not encompass the entire battlefield.
One Year Twin Wave Joining forces with someone who wields the Vigilante job class, the Imperial Commandant and Vigilante create a large glyph that encompasses the entire battlefield after emerging into Over Limit. Concentrating their energies, they take to the sky with their swords and unleash beams of energy that become a helix, and engulf all enemy units in the battlefield.
cockblocker: (10)

[personal profile] cockblocker 2016-10-09 04:15 am (UTC)(link)
Character: Hisui Hearts
Activity Check: September AC

Hisui Hearts / Gale Arc Somatic
The Gale Arc Somatic is someone who has bonded with the Soma Gale Arc. Soma are artifacts that resonate with their wielder's Spiria (hearts) to determine their form and function, as well as strength. As the user's Spiria becomes stronger, so does the Soma. The Soma Gale Arc in particular retains its form of a crossbow, but its ammo changes upon who bonds with it. The job class is also adept at wind and water Will Artes (spells), long-range martial artes, and restorative magic. It is an excellent support class that can deal damage from a distance and be a backbone of a party when needed.

Strengths: A Somatic's strength comes from within, meaning that as long as the wielder grows in themselves, so will their combat capabilities, eliminating the need to upgrade offensive equipment. As mentioned before, this class also has many uses as being an offensive spellcaster, a party backbone with restorative and healing artes, as well as a long-distance damage dealer staggering any enemy units in the process of spellcasting.

Weaknesses: Because a Soma's strength is intimately tied with the strength of one's Spiria, if one has a weak heart or no conviction, then the Soma will respond in kind and be less effective. Also, as a long-ranged job class, it is ill-suited for close-range combat and has weak defenses. Being dependent on magic as well, casting can easily be interrupted with any physical strikes at the caster.

Initial Gale Arc The Gale Arc Somatic bonds with the Soma, establishing a link. The Soma retains its crossbow form and the user its bonded with determines its ammo. With the Soma, a Somatic can Spirlink with another's Spiria and see within their hearts things that have not been brought to the surface, as sort of a psychotherapy session (or as close as one can come to it without being overly creepy and completely bad-touching another's soul). In the game Tales of Hearts at least this is used to treat Despir disease, which isn't completely unlike Persona 3's Apathy Syndrome.
One Month First Aid A basic healing arte that recovers 30% of one's physical health.
Two Months Recover A basic healing arte that recovers any status effects upon its target aside from KO.
Three Months Revitalize An advanced healing arte that creates a glyph encompassing the entire field, healing 80% of health to all allies in the current party. As a trade-off, the casting time is long, and is easily interrupted.
Four Months Cyclone An advanced wind arte that creates a tornado that may launch enemies into the air. It has a medium area of effect.
Six Months Resurrection An advanced healing arte that can resurrected a KO'ed party member. If for any reason the targeted character is not incapacitated, the spell will instead heal their health entirely.
Nine Months Final Embrace An advanced water-elemental arte. The water molecules in the air congregate into a single point and erupt into a gigantic icicle bouquet, with a mid-range radius. This spell also has the ability to launch enemies into the air.
One Year Golden Eagle The ultimate arte of the Gale Arc Somatic. Charging up the Soma, the user launches into the air and blasts the enemy away with severing blasts of wind, the backdraft appearing as wings upon the caster.
got_talent: (Default)

[personal profile] got_talent 2016-10-10 11:20 pm (UTC)(link)
Character: Lita Kino
Activity Check: September AC

Lita Kino / Sailor Jupiter
The fourth of the Sailor Scouts to be discovered, Sailor Jupiter is the agent of love, courage, and protection. Blessed with the elemental powers of lightning, as well as her trademark brute strength, Sailor Jupiter is a mighty force to be reckoned with. Transforming into Sailor Jupiter adds an odd layer of anonymity that cannot be explained, and has only been summarized as 'You look different.'

Strengths: Sailor Jupiter's best stats are strength and magic. Though unable to equip any particular weapons, her fists are more than capable of bringing the hurt, as is her ability to lift and throw objects an ordinary person wouldn't. As long as Jupiter Power is activated, Sailor Jupiter's stats get a boost across the board. Her lightning elemental attacks can often be combined with the elemental attack of another Hero of Light to deal even greater damage than before.

Weaknesses: Her lightning attacks don't do much good against enemies with the earth elemental attribute. And as powerful as she is, her defense stats are fairly average, and she isn't able to equip additional armor without greatly sacrificing her agility -- in short, she can do a lot of damage, but she can't sustain as much as someone who can wear at least light armor. But Sailor Jupiter's greatest weakness is that, unless she's able to transform with Jupiter Power or Jupiter Crystal Power, she doesn't have access to any of her other skills or stat bonuses at all.

Initial Jupiter Power Transform into the mighty warrior Sailor Jupiter! The transformation takes place almost instantaneously, and makes the wielder unrecognizable even to their family and closest friends.
Initial Jupiter's Blessing Greatly enhances strength, agility, and magic as long as Jupiter Power remains invoked.
One Month Supreme Thunder Lightning elemental attack (weak).
Three Months Supreme Thunder Dragon Lightning elemental attack (weak). Takes on the shape of a dragon and deliberately pursues a single foe. Never misses.
Four Months Sparkling Wide Pressure Lightning elemental attack (medium).
Six Months Jupiter Crystal Power Replaces Jupiter Power. Sharply increases magical power and defense.
Nine Months Superior Supreme Thunder Lightning elemental attack (strong). Attacks all enemies within a limited area (approximately 20 feet cone spread).
One Year Jupiter Oak Evolution Sailor Jupiter's strongest attack. Deals nonelemental damage to all enemies within range.

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