kaze
One Thousand Club
1) Pick a race between Human, Al Bhed and Ronso.
Human: +2 to Accuracy & Defense, gain XP slightly faster than others.
Al Bhed: +2 to Luck & Evade, 75% chance to disable small machines on a successful hit.
Ronso: +2 Damage & Magic Defense, +200 HP.
2) Pick a Class. You gain the stats, starting gil and starting equipment.
3) You get only the free abilities from selected class.
4) Backstory should be at least a paragraph long.
5) Don't forget to list your Overdrive.
Character Sheets (Only 2 per character type at most; except for the White Mage, there can only be one Summoner)
- Strength
Determines the overall power of your physical attacks. The higher the value, the stronger your attacks.
Defense
Determines your character's resistance to physical attacks.
Magic
Determines the strength of the character's magic. This seems to affect the strength of your aeons as well.
Magic Defense
Determines your character's resistance against magical attacks.
Agility
Determines the speed of the character's CTB. The higher the value, the character is more likely to have more turns during battle.
Luck
Determines the probability of landing critical hits.
Evade
Determines the character's ability to evade physical attacks.
Accuracy
Determines the character's chances in successfully hitting an opponent with physical attacks. - HP: 520
Strength: 15
Defense: 10
Magic: 5
M. Def: 5
MP: 12
Agility: 10
Luck: 18
Evasion: 10
Accuracy: 10
Starting Weapon: Longsword
Starting Armor: Buckler
Starting Gil: 15 Gil
Overdrives:
Spin Cut (Available)
Hit & Run (0/100 Overdrives done)
Energy Rain (0/250 Overdrives done)
Terror of Kilika (0/500 Overdrives done) - HP: 475
Strength: 5
Defense: 5
Magic: 20
M. Def: 20
MP: 84
Agility: 10
Luck: 17
Evasion: 30
Accuracy: 3
Starting Weapon: Staff
Starting Armor: Ring
Starting Gil: 20 Gil
Overdrives:
Grand Summon (Available; Summons one Aeon of your choice at full Overdrive)
Heavenly Summon (Must have ALL Aeons; Summons one Aeon of your choice at full Overdrive, once that Aeon dies it is instantly revived at 1/2 Health with a full Overdrive) - HP: 1030
Strength: 20
Defense: 15
Magic: 5
M. Def: 5
MP: 33
Agility: 5
Luck: 17
Evasion: 5
Accuracy: 3
Starting Weapon: Blade
Starting Armor: Bracer
Starting Gil: 10 Gil
Overdrives:
Dragon Claw (Available; Deals normal Damage all Enemies and adds a 2 turn delay on enemies)
Splitting Earth (0/200 Creatures killed; Deals Heavy Damage one Enemy and the earth sucks them up {doesn't count as a kill} unless they are already dead or immune)
Banishing Blade (0/500 Battles Fought and won; Deals Heavy Damage one enemy and adds Power Break, Armor Break, Mental Break and Magic Break for 3 turns)
Tornado (0/500 Creatures killed & 0/1000 Battles Fought and Won; Deals Super-Heavy Damage to all Enemies) - HP: 644
Strength: 16
Defense: 15
Magic: 17
M. Def: 5
MP: 78
Agility: 6
Luck: 18
Evasion: 5
Accuracy: 5
Starting Weapon: Spear
Starting Armor: Armlet
Starting Gil: 15 Gil
Overdrives:
Pole-Vault. The user of this Overdrive runs at the foe and then slams the tip for their weapon into the ground before them. Gripping tightly to it just as they are hurled into the air, the Blue Fighter tears the weapon free from the ground. On reaching the apex of the jump, the Blue Fighter raises the weapon over their head and uses the fall to bring it down on the foe with immense power. (Available; 1 extra heavy attack)
And Either
Rank 2: Stab n' Slam. The user of this Overdrive stabs the foe hard and uses their weapon as a lever to lift the enemy over their head and slam them to ground. The Blue Fighter then rips the Lance from the foe, causing additional damage. (0/200 Lancets; 3 normal attacks)
Rank 3: Maelstrom. The Blue Fighter channels their martial prowess into their weapon and rotates it at a furious speed. This act conjures a massive whirlwind that inflicts heavy damage to all enemies and will even send an enemy careening out of battle. (0/500 enemies killed by blue fighter; 1 superheavy attack, ejects 1 foe)
Ultimate Lancet. The Blue Fighter uses the Pole-Vault technique. But instead of swinging the spear, they use the fall and their body weight to drive the point directly into the enemy's body. The attack does not end there, however. The Blue Fighter, in their rage, performs an incredibly powerful version of the "Lancet" technique. This drains significant HP and MP from the foe and transfers the energy to the Blue Fighter. (0/1000 Lancets; 1 superheavy attack, Lancet Damage)
or
Enemy Specialist - When using Lancet, you have a chance to learn an enemy move to use as your overdrive. - HP: 618
Strength: 14
Defense: 10
Magic: 10
M. Def: 5
MP: 10
Agility: 7
Luck: 19
Evasion: 5
Accuracy: 25
Starting Weapon: Official Ball
Starting Armor: Armguard
Starting Gil: 10 Gil
Overdrives:
Elemental Reel (Available: each different = random attack at one enemy, 2 same 1 different = random element attack against one enemy, all three the same = Major Elemental attack against all enemies)
Status Reel (0/250 Battles Fought & Won: each different = random attack at one enemy, 2 same 1 different = random status attack against one enemy, all three the same = Major Status attack against all enemies)
Attack Reel (0/500 Battles Fought & Won: If you get all 3 the same, it doubles)
Aurochs Reel (0/1000 Battles Fought & Won: If you get 3 Besaid Aurochs symbols, Major attack Non-Elemental/Status against all Enemies) - HP: 380
Strength: 5
Defense: 8
Magic: 20
M. Def: 30
MP: 92
Agility: 5
Luck: 17
Evasion: 40
Accuracy: 3
Starting Weapon: Moogle
Starting Armor: Bangle
Starting Gil: 20 Gil
Overdrives:
Fury of Kilika (choose one of the Black Mage Spells that deals damage; Doesn't cost MP, can be activated under silence, and you are guaranteed at least one spell per enemy) - HP: 320
Strength: 10
Defense: 8
Magic: 10
M. Def: 8
MP: 85
Agility: 16
Luck: 18
Evasion: 5
Accuracy: 5
Starting Weapon: Claw
Starting Armor: Targe
Starting Gil: 5 Gil
Overdrives:
Mix (take two usable items from the inventory and create something new out of it that might benefit the party or damage the Enemies)
Experience Buy Chart
If you want to buy an ability from a different list, it costs double XP; Free Abilities this way cost a total of 10 XP. If you want access to the Hidden ability you must buy all abilities Associated with it.
- General
- Green Fighter Abilities
- White Mage Abilities
- Warrior Abilities
- Blue Fighter Abilities
- Ranged Fighter Abilities
- Black Mage Abilities
- Thief Abilities
- Strength: +2 = 5 XP, +5 = 10 XP
Defense: +2 = 5 XP, +5 = 10 XP
HP: +200 = 5 XP
Magic: +2 = 5 XP, +5 = 10 XP
M. Def: +2 = 5 XP, +5 = 10 XP
MP: +20 = 5 XP
Agility: +2 = 5 XP, +5 = 10 XP
Accuracy: +2 = 5 XP, +5 = 10 XP
Evasion: +2 = 5 XP, +5 = 10 XP
Luck: +1 = 5 XP - Flee: Free
Cheer: 5 XP
Haste: 15 XP
Provoke: 20 XP
Delay Attack: 25 XP
Slow: 30 XP
Slowga: 35 XP
Delay Buster: 40 XP
Hastaga: 45 XP
Quick Hit: 50 XP
Entrust(Need to have all others): 50 XP - Cure: Free
Esuna: Free
NulBlaze: 5 XP
NulShock: 5 XP
NulFrost: 5 XP
NulTide: 5 XP
Life: 10 XP
Pray: 15 XP
Cura: 20 XP
Shell: 25 XP
Protect: 30 XP
Reflect: 35 XP
Dispel: 40 XP
Curaga: 45 XP
Regen: 50 XP
Holy: 50 XP
Auto-Life(Need to have all others): 50 XP - Power Break: Free
Guard: 10 XP
Magic Break: 20 XP
Threaten: 30 XP
Armor Break: 40 XP
Mental Break: 45 XP
Sentinel: 50 XP
Zombie Attack(Need to have all others and Entrust): 50 XP
Entrust(Need to have all others not including Zombie Attack): 50 XP - Lancet: Free
Scan: 25 XP
Jinx: 50 XP
Ultima(Need to have all others): 100 XP - Dark Attack: Free
Silence Attack: 10 XP
Aim: 5 XP
Sleep Attack: 15 XP
Dark Buster: 20 XP
Drain: 25 XP
Silence Buster: 30 XP
Sleep Buster: 35 XP
Osmose: 40 XP
Triple Foul: 50 XP - Fire: Free
Thunder: Free
Water: Free
Blizzard: Free
Focus: 10 XP
Fira: 20 XP
Thundra: 20 XP
Watera: 20 XP
Blizzara: 20 XP
Reflex: 30 XP
Bio: 35 XP
Demi: 40 XP
Death: 40 XP
Waterga: 45 XP
Thundaga: 45 XP
Firaga: 45 XP
Blizzaga: 45 XP
Flare: 50 XP
Doublecast(Need to have all others first): 50 XP - Steal: Free
Use: Free
Luck: 10 XP
Spare Change: 20 XP
Mug: 30 XP
Bribe: 40 XP
Full-Life(Must have Copycat and all others): 50 XP
Copycat(Must have all others except for Full-Life): 50 XP
Character Sheets
Code:
[tabs]
[tab=Name][/tab]
[tab=Picture][/tab]
[tab=(place character class here)](stats Here)[/tab]
[tab=Abilities](Put them here, otherwise put "None")[/tab]
[tab=Weapon/Armor][/tab]
[tab=Overdrive][/tab]
[tab=Background](1 Paragraph at least, explaining your backstory/history on Kilika Island)[/tab]
[/tabs]
Example Character
- Auron
-
- HP: 1030
Strength: 20
Defense: 15
Magic: 5
M. Def: 5
MP: 33
Agility: 5
Luck: 17
Evasion: 5
Accuracy: 3 - Power Break
- Blade (No Properties)
Bracer (No Properties) - As a young man of twenty-five years, Auron was a devoted warrior monk of Bevelle, well-regarded by Yevon's upper echelons, and being groomed for a high-ranking position within the clergy. His personal convictions put a stop to any career ambitions he might have had when he refused to marry the daughter of a high-ranking priest. Auron fell out of favor with the Yevon elite, and the promotion went to his friendWen Kinocwho would eventually become aMaesterof Yevon.
Auron was enlisted by Braska to serve as a guardian on Braska's upcoming pilgrimage to fight Sin. Auron was drawn to Braska due to his noble character and honest intentions to vanquish Sin for the sake of Spira's people, developing a fierce devotion to Braska and his cause, consistently addressing him with honor, and defending him to detractors.
Prior to departing for the pilgrimage Auron and Braska paid a visit to a holding cell in Bevelle, where Jecht was being kept, having heard the man claimed hail from Zanarkand. The other monks dismissed Jecht's proclamations as the ramblings of a drunkard, but Braska took him seriously, telling Jecht that if he joined the pilgrimage he should find his way home. Though Auron protested and thought Jecht would make an unfit guardian, Braska thought it "delightful irony": a disgraced monk, a summoner with a "heathen" Al Bhed wife and "half-breed" daughter, and a drunk from Zanarkand, saving Spira together. Auron relented, and the three outcasts began their pilgrimage.
Contrasting with the patient Braska and the laid-back Jecht, Auron was focused solely on the pilgrimage, insisting the trip "is no pleasure cruise" when Jecht attempted to record a travelogue to one day show to his family, and he constantly reprimanded Jecht for his reckless behavior. Over the course of the pilgrimage Auron grew to trust Jecht in spite of his flaws, and the three became close friends.
After arriving at the ruins of Zanarkand, the three men were debriefed by Lady Yunalesca, who could bestow upon them theFinal Aeonto defeat Sin. As with all previous summoners and previously unknown to the three, one of Braska's guardians had to volunteer to become thefaythfor the Final Aeon. Auron protested, claiming Sin will return and their sacrifices would be in vain, but Braska held onto the hope this time Sin would be gone for good. Jecht volunteered to become theaeonas he had accepted he would never go home, but asked Auron to find a way to his Zanarkand and look after his son Tidus in his stead. Jecht and Braska lost their lives fighting Sin, and as Auron thought, Sin was revived and the cycle continued with Jecht, as the Final Aeon,
Noting the Old players in case they want to return.
@Original Hylion
@ninbinz
@Humor
@Makira
@Kaine
@Sukakun
@Nizrindane
@twistedclaw
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