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  1. Stats of Mention legend: From lowest to highest,
  2. Unusable
  3. Absurdly low
  4. Very low
  5. Low
  6. Below average
  7. Average
  8. Above average
  9. High
  10. Very high
  11. Absurdly high
  12. God-tier
  13.  
  14. Medic: Practicioners of medicine who don't have to devote their body to their healing, and therefore can spend their spare turns using expertise from other classes. (In practice, a Medic uses non-scaling abilities and AP for their skills, so that, unlike a Cleric, they can be subbed into or by any class without sacrificing power from either class.)
  15.  
  16. {Stats of mention: All at average, except AP, which is above average}
  17.  
  18. Medicine:
  19. [Special]Philosopher's Stone - Free, (20:100). You're not sure where you pulled it from, but it will work! All KO'd allies without Weak are given Weak, and Weak counters will not tick down until this effect runs out. (3TP/AA)
  20. * Heal - 12AP, [100%]. Low-maintenance treatment, restoring 20% of the target's HP. If used twice on the same target, the second use's effect is increased to 30%. (1TP/1A)
  21. * Treat - 16AP, [100%]. Curing an illness takes time, but you can surely do it. You select an ailment on an ally, charge this move for (3 x ailment tier) ticks, and then cure the selected ailment. (1TP/1A)
  22. * Vaccine - 21AP, {100%}. Prevention is the best medicine. Grants one ally the Vaccine status, rendering them immune to all tier 1 ailments, and reducing the duration of all tier 2 ailments by 2/3rds, plus 1/3rd for tier 3 ailments. (2TP/1A)
  23. * Full Recovery - 30AP, [95%], (0:20). None shall fall under your watchful eye! Restores 100% of a target's health plus removes up to 3 random ailments, but reduces you to -25CT. (3TP/1A)
  24. * Stimulant - 13AP, [100%]. Pure physical enhancement in a syringe. Grants Magic Evade I and Evade Up I, and raises their CT by 10. You may not use Stimulant on the same target again until your next turn. (2TP/1A)
  25. * Booster Shot - 15AP, [100%]. Metabolism-enhancing medicine, that lets you select one buff on an ally that has 15 ticks or less left in duration. Either raise it one tier and extend it to 15 ticks, or extend it to 25 ticks. (2TP/1A)
  26. * Defibrillator - 10AP, [100%]. A handy tool for waking people close to death! Basically the same as Resuscitate, but with a differing cost. (1TP/1A)
  27. [Interrupt]Emergency Ward - 10AP, {100%}, (???). Use a non-damaging ability in a pinch! Doing so enacts a cooldown based on the TP cost of the ability x5. (***)
  28. [Reaction]Immunizer - 15AP, {100%}, (0:30). A stamina-enhancing shot that, in reaction to an ally spending MP or AP, respectively adds either Refresh or Regain until the end of the target's next turn. (**)
  29. [Support]Metabolism - Your healthy body restores you AP each turn proportional to how high your health is. (**) [Caps out at 10% when at 100%, and 1% when at 10% or lower.]
  30. [Limit Break!]Forcefield - (15:0) Because why heal it when you don't have to feel it? Adds a 1-point bubble to the entirety of the party for duration effect, and Invincible on an ally of your choice (including yourself) for 10 ticks. (4TP/AA)
  31. [Limit Break!]Weakener - (15:0) Modified tranq darts that reduce all enemies' Atk and M.Atk by 13 points permanently (this does not count as an ailment, but does not stack), and deals 125 set damage. (3TP/AE)
  32.  
  33.  
  34. Dreamer: Psychics with complete control over their dreams, to the point where they're able to bring some of that control over to the waking world. Dreamers play as support-based DPS, directly increasing the team's DPS without necessarily attacking themselves.
  35.  
  36. {Stats of mention: Average defenses, above average HP, high MP, above average Cure, very high Luck.}
  37.  
  38. Metacreativity:
  39. [Special]Dream World - (19:100) Your intimate knowledge of the astral plane means you can weave an atmosphere similar to it. Your MP consumption is reduced to 0 for the duration, and you regen it as if you were asleep; plus, you gain 2 TP for this turn. (0TP/S)
  40. * Metamorphosis - 5MP, [100%]. Body-sculpting that can bolster or hinder. Choose one of Atk, Def, M.Atk, M.Def, Cure or Luck; add an indefinite buff named Dreamshape to target, increasing or decreasing that stat by a flat 15, but it drains your own MP by 4MP per tick. (2TP/1T/S)
  41. * Figments - 27MP, {100%}. Charges the ally targetted, causing random objects to fall on the head of enemies they damage for 25 ticks! It's a 50% chance on each hit, but guaranteed on a critical hit! (3TP/1A/!S) [See below support for item list]
  42. * Astral Draw - 14MP. You fetch a weapon from your dreams, and three appear before you. Choose one to keep; the other two vanish; you may choose to IU it, hand it to an ally, or drop it onto the arena floor. (2TP/S)
  43. * Divine - 10MP. The thoughts of your enemy are revealed to you. In addition to revealing hidden attributes, you read their thoughts; whether this is helpful or not is left to see. (2TP/1E)
  44. * Made-You-Look - 1-20MP, [70%]. Mirages that draw the opponent's gaze away. Base accuracy increases by 10% for every ailment tier on the target. If it succeeds, the target is Exposed. Exploit: Instantly hits; enemy suffers Stop for 3 ticks and remains Exposed. (3TP/1E)
  45. * Magic Missile - 15MP, 120%, [M]35. Residual magic energy, packed tightly into projectiles that pierce natural armor. Shadow-based, this spell is Free if you use it in the same turn as an MP restoring ability. (1TP/1E)
  46. [Interrupt]Quick Nap - Eh, you have enough time. Jus' get some quick shut-eye; you'll wake up by the time your turn comes around. (*)
  47. [Reaction]Ignis Fatuus - (0:3) 17MP. You have captured nightmare sprites at your beck and call to help your team out with. In reaction to an ally being damaged, attack the aggressor with Shadow-based [M]40 power. (***)
  48. [Support]Somnolescence - You are most at home when asleep; as such, you may stil take action during your turn while you're afflicted with Sleep, and steadily recover MP while you are. Additionally, if your HP are at 0 but you have Weak, you're considered to be alive and asleep. (**)
  49. [Limit Break!]Stygian Nightmare - {100%}. You lock your opponent in a conscious sleeping state, then drag them into your personal hellish nightmares, eating away at their mind and dealing 10% of their max HP on cast and every 5 ticks up to three times total. (4TP/1E)
  50. [Limit Break!]Mirage Haze - {110%}. Cold, ashen mist that puts the opponent into a deep sleep. Forces Deep Sleep on the target; Deep Sleep acts exactly like Sleep except the target cannot be woken by damage. (4TP/1E)
  51.  
  52. ** Non-critical figments list: (Common to rare, Text: [object] fell on [target]'s head!)
  53. *** A stone boulder - Deals 40 set damage to target and two other random enemies.
  54. *** A piano - Deals 55 set damage.
  55. *** An anvil - Deals 40 set damage and reduces target's CT by 10.
  56. *** A dining table - Deals 35 set damage and scatters 3 random Drink and Snack items on the arena floor.
  57. *** Everything but the kitchen sink - Deals 99 set damage; rarest.
  58.  
  59. ** Critical figments list: (Common to rare, Text: [object] clobbered [target] silly!)
  60. *** A spiked steel boulder - Deals 55 set damage to target and two other random enemies.
  61. *** A fancy ivory piano - Deals 70 set damage.
  62. *** A thrice-cursed anvil - Deals 50 set damage and reduces target's CT by 30.
  63. *** A refurbished dining table - Deals 40 set damage and scatters 3 random non-common HP healing items on the arena floor.
  64. *** The kitchen sink - Deals 100 set damage; rarest.
  65.  
  66.  
  67. Thaumaturge: Miracle workers that fiddle with the physical properties of an object on the fly, utilizing the power of the VE generator to fuel their skills. Give them a rock and it will be as a boulder, give them a rag and it will be as a shield, give them a weed and it will be as a panacea. (Designed to be either Alchemist partners, or a standalone "gambler" class that helps either way due to their VE costs.)
  68.  
  69. Stats of mention: {Absurdly high Luck, above average Speed, very low Evd and M. Res}
  70.  
  71. [Special]Condense - (0:100) Empties the pressure gauge, and condenses the released energy into items, at a rate of 1 item per 25 pressure; they fall onto the arena floor, and the cost of Pick Up is reduced by 1TP (down to a minimum of 1) until the end of your next turn. (3TP/S)
  72. * Amplify - 20VE. Drain the generator to use an unupgraded damaging item at 1.2 times its usual power! You can spawn a random one and use it immediately; use with Treasure Hunter to not spawn any Common items with this effect. (?E/2TP)
  73. * Intensify - 25VE. Drain the generator to use an unupgraded healing item at 1.2 times its usual power! You can spawn a random one and use it immediately; use with Treasure Hunter to not spawn any Common items with this effect. (?A/2TP)
  74. * Transmogrify - +45VE, [100%]. Hijack the generator's hazard engine to generate three random items! You may add +15 to the cost in order to specify a category for all three. Beware, however--should this skill cause a natural hazard, it will spawn a wild surge as well! (2TP/S)
  75. * Manipulate - 10VE, 100%. Attacks one enemy with the skill assigned to a weapon in your inventory. (2TP/?E/DW)
  76. * Pass Rally - 40VE. Supercharge and launch a weapon at your opponent with 20% extra accuracy, then call a coin flip! If succesful, you punt it back for a second attack, then call another flip! If you guess right again, you deliver a third hit! You can draw a random weapon for this, but it'll be used up. (4TP/1E)
  77. * Junk Derby - 50VE. Shapes flux energy into a salvo of jury-rigged items! Call a coinflip, and spawn 2 or 5 Common items (depending on the result) then use them on random, appropriate targets. Treasure Hunter applies. (3TP/RT)
  78. * Synthesize - +15VE, [100%]. Harness the power of the generator to turn an item into a charm of equal value! You'll need permission to use it on an ally's item. If used on an arena floor item, accuracy is {100%}. If used on an enemy's item, it becomes 75%. (1TP/1T)
  79. [Interrupt]Infuse - (0:20) Fuse an item to an ally's equipment with flux energy to buff their stats! Damage items can add Atk Up I, MAtk Up I, and Aura. Healing items can add Def Up I, MDef Up II, and Haste. Lasts until the end of the target's turn. (**)
  80. [Reaction]Convert - (0:10) Sacrifices an item to delay the pressure gauge! In reaction to the pressure rising, consume an item to negate it! You'll need one rarity tier for every 25 pressure going in. (*)
  81. [Support]Lucky! - You're extremely good at just guessing how to handle weapons, effectively allowing you to use Luck in place of Atk or M.Atk when using Fight or any other skill that utilizes a weapon. (**)
  82. [Limit Break!]Rapid Upgrade - [100%]. A rush of energy that slows your perception of time, allowing you to upgrade three items in no time. You may draw as many items as you need as part of the move, but you must upgrade them; you may IU one afterwards. (4TP/S)
  83. [Limit Break!]Repeat Rush - [100%]. A flagrant abuse of variable energy, manifesting several high-end items. Acts like Junk Derby, but the first two items are Rare and the rest are Uncommon. (3TP/?)
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