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PTU FF costumes

Sep 11th, 2013
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  1. Final Fantasy Costume Equipment
  2.  
  3. Costume sets include both a Body item and a Weapon and have no effect if both are not equipped at once. All Body slot costume items count as light armor, and the Weapon may be any Weapon type mechanically as long as it fits the item described. In addition, each costume has a rare optional item which can take up any other equipment slot. This optional item has no effect if the user is not wearing the costume but is not required to gain the benefits of the costume alone.
  4.  
  5. Bard Costume (Bard Outfit + Instrument)
  6. Whenever you or one of your Pokemon uses a Move with the Sonic keyword, you may pay X AP as a Free Action to choose any ally and allow them to use the same Move on their next turn, following frequency restrictions. X is 1 for At-Will and EOT Moves and 2 for Battle and Center Moves.
  7.  
  8. Bard Swag (optional, accessory)
  9. You and your Pokemon need to roll 1 less on Accuracy Check to hit with Moves with the Sonic keyword. You also gain 3 AP per battle which can only be used to activate Bard Costume or Musician Features.
  10.  
  11. Black Mage Costume (Robes + Staff)
  12. You gain the Firestarter, Freezer, and Zapper capabilities and may make Struggle Attacks with them at a range of 6 meters. Doing so costs X AP where X is your choice between 1 and 3. The Damage Base of your Struggle Attack is increased by X.
  13.  
  14. Black Mage Hat (optional, head slot)
  15. At the beginning of each battle, choose Fire, Electric, or Ice. This item acts as a Type Booster for that Type. You also gain 3 AP per battle you can spend only on activating the Black Mage Costume.
  16.  
  17. Blue Mage Costume (Robes + Scimitar)
  18. You may pay X AP to activate the Blue Mage Costume as a Swift Action to use the last Move you were hit by. X is 1 for At-Will Moves, 2 for EOT Moves, 3 for Battle Moves, and 4 for Center Moves. You may not copy a Move more than once a battle.
  19.  
  20. Blue Mage Turban (optional, head slot)
  21. You learn the Move Copycat at Battle x2 frequency. This may not be improved using Signature Move.
  22.  
  23. Chemist Costume (Robes + Staff or Gun)
  24. You may pay 1 AP as a Free Action when using an item on an ally or yourself to increase the amount of healing done by a Restorative by 50% or add 10 HP restoration to an item that doesn't restore HP.
  25.  
  26. Chemist Hat
  27. Once a Battle you may choose to use an item as a Swift Action or as an Interrupt.
  28.  
  29. Dancer Costume (Dancer Outfit + Ribbon)
  30. You may activate Dancer Costume as a Standard Action at EOT frequency to roll 1d10. On 1-3 you use the Move Rapid Spin, on 4-6, you use the Move Featherdance, on 7-8 you use Dragon Dance, and on 9-10 you use the Move Teeter Dance.
  31.  
  32. Dancer's Shoes
  33. You gain the following additional choices when activating Dancer Costume. 1-3: Work Up, 4-6: Swords Dance, 7-8: Role Play, 9-10: Attract.
  34.  
  35. Dark Knight Costume (Armor + Sword or Scythe)
  36. Whenever you hit with a Physical Attack, you may take one injury as a swift action to boost the Damage Base for that attack by 3. You may also choose for the attack to deal Dark Type damage.
  37.  
  38. Dark Knight Helmet (optional, head slot)
  39. Whenever you activate the Dark Knight Costume you may pay an additional 10 HP to increase either your Attack or Speed by one combat stage.
  40.  
  41. Dragoon Costume (Armor + Spear)
  42. You gain +2 to your High Jump capability and may make Jump Attacks as a Full Action against any enemy in your Shift range when you choose to use any Melee range Move. You are automatically moved to be adjacent to your target when using Jump Attacks. Jump Attacks deal +1 Damage Base and cause all targets to be Stuck for one turn on a roll of 16-20 on Accuracy Check. When you use a Jump Attack, you lose your next Shift Action.
  43.  
  44. Dragoon Boots (optional, foot slot)
  45. When using Jump Attacks, you may target any enemy within your Shift range +4 meters. You may pay 2 AP as a Free Action to target an additional adjacent target when using Jump Attacks.
  46.  
  47. Monk Costume (Gi + Brass Knuckles or Quarterstaff)
  48. All Struggle Attacks and Moves gained from Martial Artist, Disciple, or the Basic Martial Arts Edge gain the Push keyword for 1 meter or improve an existing Push keyword by 2 meters if you choose.
  49.  
  50. Monk Headband (optional, accessory)
  51. You may make Struggle Attacks as a Swift Action. Struggle Attacks made this way are resisted one step further than they normally would be. You may choose to delay activating the Monk Costume's Push keyword until the end of your turn in order to make a Struggle Attack on a target after activating the Monk Costume for another attack. This causes the target to suffer the Push effect up to two times if you choose.
  52.  
  53. Ninja Costume (Ninja Garb + Sword)
  54. When you hit a target with a damaging attack with an Accuracy Roll of 10 or higher, you may choose to apply one of the following effects. Each effect may only be used once per battle. 1. The target is Blinded until the end of their next turn. 2. The target is Stuck until the end of their next turn. 3. The target is Tripped. 4. The target is Suppressed until the end of their next turn.
  55.  
  56. Ninja Boots (optional, foot slot)
  57. You gain 1 evasion until the end of your next turn and may take an additional Shift Action up to 3 meters whenever you activate a Ninja Costume effect.
  58.  
  59. Paladin Costume (Armor + One-Handed Sword)
  60. You gain the Bodyguard Ability and your choice of the Defender or Cover Features. If you already have the selected Feature, you instead gain one free activation of that Feature per Battle.
  61.  
  62. Paladin Shield (optional, off-hand)
  63. Once per Battle when activating Defender or Cover, you may use the Move Protect as a Free Action.
  64.  
  65. Ranger Costume (Light Armor + Bow or Gun)
  66. You may give up your Shift Action in a turn in order to gain a +1 bonus to Accuracy Rolls for all Ranged Attacks you make that turn. This effect is cumulative, caps at a maximum bonus of +4, and ends when you Shift from your position.
  67.  
  68. Ranger Hat (optional, head slot)
  69. You may pay 2 AP as a Free Action whenever you hit a target with an Accuracy Roll of 17 or higher, including bonuses from the Ranger Costume, to give your target 1 Injury and reduce one of their stats by one Combat Stage. You may only activate this effect once per target per battle.
  70.  
  71. Red Mage Costume (Armor + Fencing Saber)
  72. When you gain the Red Mage Costume, choose one of the following effects:
  73. 1. Choose Firestarter, Freezer, or Zapper. You gain that Capability and may make Struggle Attacks with it at a range of 6 meters. Doing so costs 1 AP and increases Damage Base of your Struggle Attack by 1. Once a battle, you may activate the Red Mage Costume as a Swift Action targeting an enemy you have hit with a Physical Attack that turn.
  74.  
  75. 2. You may pay 1 AP as a Standard Action to heal a target within 6 meters of 10% of their maximum HP. You may pay an additional 1 AP to activate this effect as an Interrupt.
  76.  
  77. Red Mage Hat (optional, head slot)
  78. You gain the effect you did not choose when gaining the Red Mage Costume.
  79.  
  80. Thief Costume (Light Armor + Knife)
  81. You learn the Moves Thief and Covet. If you already knew these Moves, treat them as if a PP-up has been applied to them, even if you already have Signature Move for one of those Moves. This can make a Move have a Battle x3 frequency. When using Thief against a Trainer, you may target an item in any equipment slot.
  82.  
  83. Thief Gloves (optional, off-hand)
  84. Once a Battle, you may use Thief or Covet as an Interrupt. When using either Move this way, you may choose to take a berry, snack item, or other consumable that is being used by a Pokemon or Trainer, negating their use of the item.
  85.  
  86. Time Mage Costume (Robes + Staff)
  87. You may pay 1 AP as a Standard Action to apply one of the following effects to a target for 1d4+1 rounds. 1. The target is Slowed. 2. The target has their initiative increased or decreased by 50%. 3. The target gets a +2 bonus to all movement speeds. Only one effect may be active per target at a time.
  88.  
  89. Time Mage Hat (optional, heat slot)
  90. You may choose one of the following additional effects as well, but they cost 2 AP to use: 1. The target takes its next turn immediately and forgoes its next turn when it would ordinarily come up. 2. The target is treated as if the Move Gravity were used on the battlefield. You also gain 3 AP per battle you can spend only on activating the Time Mage Costume.
  91.  
  92. Warrior Costume (Armor + Any Weapon)
  93. You may deal Steel Type damage with all Struggle Attacks and Moves gained from Weapon Edges.
  94.  
  95. Warrior Gauntlets (optional, off-hand)
  96. You gain the Prime Fury Ability.
  97.  
  98. White Mage Costume (Robes + Staff)
  99. You may pay X AP as a Standard Action to heal a target within 6 meters of 10% of their maximum HP for each AP paid up to a maximum of 30%. If 3 AP is paid this way, you may also cure the target of an injury.
  100.  
  101. White Mage Ribbon (optional, accessory slot)
  102. Whenever you pay 2 or more AP using the White Mage Costume you may also cure the target of 1 status affliction. You also gain 3 AP per battle you can spend only on activating the White Mage Costume.
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