IPHOS
(Insert Place Here’s Operating System) *shot*
Eh? This is my battle system in case you were wondering, and I threw in the OS for absolutely no reason whatsoever. This has taken me a while to make, and I will only host battles whenever I feel like doing so or am requested to do so. Normally the latter can only be done if I’ve known you for a long time. Anyhow!
The
Basics
1) Questions that would probably be asked
2) Getting into the system
3) Picking a Class
4) Unlockable Classes
5) Status Effects
6) Hazards
7) Trance
8) Requests
Questions that would probably be Asked
Q: Could I have this system?
A: No…I’ve taken a while to put it together, honestly. It isn’t that complicated in the first place, either.
Q: Is the Neo Paladin an available class?
A: NO! I am not putting Neo Paladin in this system as an available class, because there’s just no need for insane damage flying around. I will keep Neo Paladin a Bit-only class (though he may show up as a battle or as an ally depending on the difficulty, or any of my other chars.)
Q: Where are you going to host this?
A: It will be hosted on lambda.bitsjoint.net. In other words: You will need IRC or a java client to access the place. There will be one up on the site eventually.
Q: Are there hazards?
A: …Hrm, let me think this up. Considering all the time I seem to have sometimes, ummm…duh!
Q: Q!
A: …D’oh.
Getting
into the System
First off, before I go any further, here’s some basic terminology I will use.
FF = Actual Combat Data
Legend = Has the Character Database
Class = Has the Class Database
Save = Has stats after Class is configured saved in case you get hit by a status effect that alters your stats, so when you’re healed, they can return to normal right away.
Umm…easy, just show up where I’ll be hosting (irc.bitsjoint.net @ #InsertPlaceHere) and I’ll add you. However, you will start as a Novice who basically has static stats. On one level up, you can choose your class, and as you level more, you unlock more of the classes.
FF is the combat data, where all class bonuses will be added before battle, and also all items. Take note that you can only carry 6 items max. However, you can’t buy items, you must receive them during battle.
The starting HP and TP for everyone is 2000 for each. You also start with 200 points to split among your HP and TP. When you level up, you will be awarded a Booster Pack, which will give 30 points to use to boost your stats. You can’t boost one stat by more than 15. You also have 100 points to boost your HP and MP with (No limit to boosting HP and MP.)
Gaining every level is 100 exp. (FE1/3 style), experience
gained from an enemy is random (Can be from 10 to 90, depending on the
difficulty.)
To get items, pick them off the Arena Floor, because that’s where they will go.
Picking
a Class
Okay, here’s the basic class order and stuff. I’ll clarify it as you continue reading.
Default |
Stage 1 (L2) |
Stage 2 (L10) |
Novice |
Neo Fighter |
Neo Knight |
|
|
Neo Warrior |
|
Neo Mage |
Neo Sage |
|
|
Neo Knight |
|
Theta Fighter |
Theta Master |
|
Pegasus Knight |
Dragon Knight |
|
|
Falcon Knight |
|
Cavalier |
Paladin |
|
Archer |
Bow Knight |
|
|
Sniper |
|
Priest |
High Priest |
|
|
Troubadour |
|
Lord |
Lord Knight |
|
|
Blade Lord |
|
|
Great Lord |
|
Tillkallar Stridis |
Tillkallar Krigare (Unlockable) |
|
Unidentified Novice |
Sailor Senshi |
|
|
Special Forces Member |
|
|
Jedi |
|
|
Fukuhon User |
|
|
Shapeshifter |
|
|
Swordian User |
|
|
Robot Master |
|
|
Uber Novice |
|
|
Net Navi (Unlockable) |
|
|
Angela’s Archmage (Unlockable) |
|
|
Sniper (gun ver.) (Unlockable) |
|
Thief |
Assassin |
|
|
Rogue |
As you can see, some classes can class change into multiple classes, while one can’t class change at all. Keep that in mind while choosing your classes. You don’t keep skills of the previous class unless indicated, and your Trance will change with the class.
Novice
Stat Boosts: None, all stats start at 10. (Base Speed: 50)
This is the basic class you start off as. However, you only will have this for one level up. As this class, you have no limits on what you can equip, but you also have limited power. Be patient, it’s only one level up.
Skills |
Description |
TP Consumption |
Double Strike |
The user will attack twice with their selected weapon. |
2 |
Take a Break |
The Novice will go MIA for 1 tick. When they do, they will have recovered 20 HP and 10 TP. |
10 |
Tackle |
When you’re angry, tackle away. This does 1d50 damage. |
15 |
Trance |
Battle Frenzy: The Novice can attack or use magic up to 12 times in a turn, but this will end trance. Also, you will be out of TP once you use it. |
ALL |
Neo
Fighter
Stat Boosts: Atk +15 Def +5 Mag +15 Mdef +10 (Base Speed: 70)
These fighters are in the process of learning Neo Magic in order to defend themselves or have already gotten used to it but can’t access any higher levels of Neo Magic because they can’t access the books to learn spells.
Skills |
Description |
TP Consumption |
Neo Barrier |
The user will use neo energy to form a huge barrier around them that will take their max HP in damage until their next turn or its damaged too much (In which case, it breaks.) |
15 |
Enchant: Fire |
This will allow the user to make their weapon fire elemental for the rest of the battle. You can switch between the chants. |
20 |
Enchant: Ice |
This will allow the user to make their weapon ice elemental for the rest of the battle. You can switch between the chants. |
20 |
Enchant: Lightning |
This will allow the user to make their weapon lightning elemental for the rest of the battle. You can switch between the chants. |
20 |
Trance |
Blasted it!: The Neo Fighter begins to charge up energy and fires off 10 blasts pointlessly to do 45dMag damage. This will end Trance, though. |
|
Neo
Knight
Stat Boosts: Atk +30 Def +20 Mag +45 Mdef +20 (Base Speed: 75)
These knights are great users of neo magic who likely is in one of the great kingdoms in the Principality of Domionica to protect the rulers.
Skills |
Description |
TP Consumption |
Neo Beam |
Who needs a gun when you can shoot beams from your hands? The Neo Knight shoots off a beam from one of their hands. You may choose to fire two off and hit two targets, but it’ll take twice the TP. The beams themselves do 19dMag damage. |
20 |
Neo Slash |
The Neo Knight generates neo energy into the blade and does a physical attack, which does 19dAtk damage. |
25 |
Neo Magic |
The Neo Knight can chuck just about any form of magic they wish to. However, there is a 120 TP max with this class. |
-None, it’s passive!- |
Restoration |
The Neo Knight can heal the whole party for 100 HP, 100 TP, and remove all status effects. Problem? You’re it until your next turn, meaning enemies will target you. |
60 |
Trance |
Electroflame: The Neo Knight uses Inferno and Electroplosion at the same time, doing 70dMag fire and lightning damage to all enemies. |
50 |
Neo Warrior
Stat Boosts: Atk +25 Def +10 Mag +25 MDef +10 (Base Speed: 80)
The powered up form of the Neo Fighter that can also use Neo Magic well, however unlike their counterparts, they lack good defense.
Skills |
Description |
TP Consumption |
Neo Beam |
Just like their counterparts, they can shoot beams out of their hands and they can fire two off. However, while this takes less TP, it also isn’t as powerful. The beams will do 16dMag damage. |
20 |
Neo Magic |
Just like the Neo Knight, they can chuck just about any form of magic they wish to, and it also has the same limits. |
-None, it’s passive- |
Multi-Enchant |
The Neo Warrior can multitarget the enchants they had as a Neo Fighter for the same cost. |
-None, it’s passive- |
Trance |
Blasted it again!: The Neo Warrior begins to charge up energy and fires off 10 blasts pointlessly that do 50dMag damage. This will end Trance, though. |
|
Neo
Mage
Stat Boosts: Mag +30 Mdef +25 (Base Speed: 65)
Someone who already has basic knowledge of Neo Magic…but will only use Neo Magic.
Side-Note: They can also change into the Neo Knight class.
Skills |
Description |
TP Consumption |
Neo Magic |
The Neo Mage can chuck just about any form of magic they wish to. But they have a 150 TP limit. |
-None, it’s passive- |
Trance |
Elemental Barrage: The Neo Mage just goes insane and starts chucking magic everywhere. This can do between 20dMag damage, but it will end Trance. |
|
Neo
Sage
Stat Boosts: Mag +45 MDef +45 (Base Speed: 80)
Someone who is able to use Neo Magic better than even Neo Knights…but the problem is that’s the only thing they have. They’re also very vulnerable to physical attacks.
Skills |
Description |
TP Consumption |
Multi Neo Magic |
The Neo Sage can chuck just about any form of magic possible…except they can also hit entire teams with it, and have a 200 TP limit. |
-None, it’s passive- |
Trance |
Illuminaire: The Neo Sage uses a spell which engulfs one target in a huge explosion that does 80dMag damage. |
90 |
Theta
Fighter
Stat Boosts: Atk +20 Def +20 Mag +20 MDef +20 (Base Speed: 90)
The Theta Fighter comes from Bago Langit, and one of the last few who can even use Theta Magic.
Skills |
Description |
TP Consumption |
Theta Magic |
The Theta Fighter can charge up for as many turns as they want, as the spell they unleash will do set damage. They can charge for 4 turns max. (250,500,750,1000…) |
10 |
Dodge |
The Theta Fighter can dodge an attack with 20% success. |
5 |
1000 Arrows |
The Theta Fighter suddenly forms 100 arrows that target an enemy for 1000 damage. |
15 |
Trance |
Theta Cannon: The Theta Fighter forms a huge cannon out of Theta Energy and fires away, which is able to do 60dMag damage to one target. |
30 |
Theta
Master
Stat Boosts: Atk +25 Def +25 Mag +25 MDef +25 (Base Speed: 95)
Someone who has mastered Theta Magic, however, there are only two of these left. Whatever happened to them is unknown.
Skills |
Description |
TP Consumption |
High Familiar |
The user will form small pods of Theta Energy, which they control with their mind and use to shoot a target for 20dMag damage. |
20 |
Beam Axe |
The Theta Master forms a beam axe out of Theta Energy, which can be used to hit a target for 19dAtk damage. |
20 |
Fast Dodge |
The Theta Master can dodge an attack with 40% success. |
10 |
Trance |
Double Theta Cannon: The Theta Master forms two Theta Cannons and fires them both off at a whole team for 70dMag damage. |
30 |
Pegasus
Knight
Can equip: Swords, Lances, light armor (Can’t dual weapon)
Stat Boosts: Atk +15 Def +5 MDef +15 (Base Speed: 95)
Ah…Pegasus Knights of Fire Emblem fame. Really hard to hit, really good units…err, anyhow!
“Be careful…*poof* D’oh!”
Skills |
Description |
TP Consumption |
Fast Dodge |
The Pegasus Knight can dodge an attack with 40% success. |
10 |
Swift Attack |
The Pegasus Knight attacks so fast, they can attack out of turn |
10 |
Critical Hit |
The Pegasus Knight can do a FE3 style Critical Hit that does 10dAtk damage. |
15 |
Trance |
Triangle Attack: The Pegasus Knight gets their sisters to appear, and they all attack one target for 80dAtk damage. |
|
You cannot keep these skills if you choose to become a Dragon Knight.
Dragon
Knight
Stat Boosts: Atk +30 Def +40 (Base Speed: 85)
Dragon Knights, while they aren’t as fast, hit much harder overall.
Skills |
Description |
TP Consumption |
Dodge |
The Dragon Knight has a 20% chance of dodging an attack. |
5 |
Pierce |
The Dragon Knight can do direct damage to a target, ignoring defense. |
40 |
Trance |
None! |
|
Falcon
Knight
Stat Boosts: Atk +20 Def +10 MDef +30 (Base Speed: 100)
Falcon Knights are really fast, and even harder to hit than Pegasus Knights. They also keep the same skills and Trance as the Pegasus Knight.
“Be careful…*poof* D’oh!”
Skills |
Description |
TP Consumption |
Really Fast Dodge |
The Falcon Knight has a 50% chance of dodging an attack. |
20 |
Cavalier
Stat Boosts: Atk +20 Def +15 (Base Speed: 60)
Cavaliers are your standard cavalry with rounded stats.
Skills |
Description |
TP Consumption |
Double Strike A |
The user will attack twice. If all the attacks hit, add 100 damage. |
8 |
Charge |
The Cavalier will charge at a target and then attack, doing 8dAtk damage. |
10 |
Dodge |
The Cavalier has a 20% chance of dodging an attack. |
5 |
Trance |
Uber Critical: This does a staggering 30dAtk damage. |
|
Paladin
Stat Boosts: Atk +40 Def +30 MDef +10 (Base Speed: 90)
Paladins have more versatility, and also can take magic attacks decently compared to most physical units.
Skills |
Description |
TP Consumption |
Double Strike Z |
The user will attack twice. If all the attacks hit, add 250 damage. |
15 |
Charge Special |
The Paladin will charge at a whole team and attack the whole team, doing 8dAtk damage to each. |
10 |
Fast Dodge |
The Paladin has a 40% chance of dodging an attack. |
10 |
Trance |
Flashing Sword: This hits a whole team for 60dAtk damage. |
|
Archer
Stat Boosts: Atk +15 Def +10 (Base Speed: 70)
Archers are awesome at long range, but can’t take hits very well.
Skills |
Description |
TP Consumption |
Double Strafe |
The user will attack twice for 8dAtk damage. |
10 |
Arrow Shower |
The Archer shoots arrows at a whole team for 6dAtk damage. |
5 |
Sure Hit |
The Archer will never miss (If the attack says it missed, you will at least do 1 damage.) |
-None, it’s passive- |
Trance |
Silver Arrow: The Archer fires off a silver arrow for 30dAtk damage. If the enemy is evil, this will do twice as much damage. This ends Trance. |
|
Bow Knight
Stat Boosts: Atk +20 Def +10 MDef +5 (Base Speed: 85)
Well…they still are good at long range, but now they have some assistance.
Skills |
Description |
TP Consumption |
Hit & Run |
The Bow Knight can attack, and then go MIA for 1 tick. |
5 |
Dodge |
The Bow Knight can dodge with 20% success. |
5 |
Repeated Assault |
The Bow Knight barrages someone until they miss or run out of TP. However, this costs 5 TP for every shot. |
5 for each shot |
Trance |
Run & Gun: The Bow Knight rushes in and shoots arrows at a whole team for 30dAtk damage, flip a coin. If heads, this repeats. Repeat this over and over until you get tails. Once you do, the Bow Knight heads MIA and misses their next turn. Until the turn after that, they’re MIA. They’re also out of Trance. |
|
Sniper
(Bow)
Stat Bonuses: Atk +30 Def +10 (Base Speed: 80)
Snipers are awesome long range units who can easily take out someone in one shot.
Skills |
Description |
TP Consumption |
Double Strafe |
The user will attack twice for 20dAtk damage. |
20 |
Use Ballista |
The Sniper will get in a Ballista and fire a shot. Flip a coin, if heads, this does 20d700 damage. |
55 |
Headshot |
Yikes, well when the Sniper fires a shot and it hits, flip two coins. If heads, instant KO. |
40 |
Trance |
Ichival: The Sniper will suddenly pull out the FE4 weapon and shoot someone four times for 50dAtk damage. Half the damage done is used to heal the Sniper. |
|
Priest
Stat Bonuses: Mag +20 MDef +20 (Base Speed: 45)
Priests are best at what they can do, healing. Other than that? They do have a pretty good magic power.
Skills |
Description |
TP Consumption |
Healing Aura |
The Priest can heal one ally for 20dMag HP. |
10 |
Pearl |
The Priest can chuck this spell at someone…and it does holy damage. |
20 |
Remedy |
This heals an ally that’s been hit with a status effect. |
10 |
Trance |
Angry Priest: Eh…you don’t want to make a Priest mad. The Priest whams someone really hard with their staff. Flip a coin, if heads, they’re killed. (ZOMG WHAT?) This ends Trance. |
|
High Priest
Stat Bonuses: Def +5 Mag +30 MDef +35 (Base Speed: 50)
More of the same…yes, d’oh.
Skills |
Description |
TP Consumption |
Healing Aura |
The High Priest can now heal for 40dMag HP and heal a whole team. |
15 |
Pearl Bomb |
The High Priest chucks a big nasty holy bomb at someone. |
40 |
Turn Undead |
The High Priest uses their powers to turn someone into a Zombie…only to smite them down a lot faster! =P |
35 |
Trance |
Strike Down: Yikes! The High Priest simply whams someone. Flip two coins, if both are heads, they’re removed from the battle. This ends Trance. |
|
Troubadour
Stat Bonuses: Atk +15, Def +10, Mag +25, MDef +20 (Base Speed: 75)
“I feel so neglected!” *cry*
“Be careful…*poof* D’oh!”
Skills |
Description |
TP Consumption |
Reserve Staff |
The Troubadour can use this to heal a whole team for 30dMag HP. |
50 |
Heal & Run |
The Troubadour will heal one ally for Magd25 HP, then go MIA until their next turn. |
20 |
Cuteness |
The Troubadour could try and give a cute look to an enemy, causing them to lose their next turn. As this is used repeatedly, flip a coin. For each heads, the targets stats are lowered (and could even cause a form change.) This doesn’t ignore Safeguard, though. |
40 |
Trance |
Light Sword: The Troubadour pulls out a holy sword and raises it into the air, attacking an enemy with a light spell for 70dMag damage. If the enemy is being evil, flip a coin. If heads, this will leave them with 1 HP. |
|
Lord
Can Equip: Everything
Stat Bonuses: Atk +10 Def +10 (Base Speed: 70)
Lords are pretty much leaders, however, if they are downed, the battle’s over.
Skills |
Description |
TP Consumption |
Dodge |
The Lord can dodge with 20% success. |
5 |
Charisma |
The Lord grants all allies at least a 10% chance of dodging an attack. This will not stack with any Dodges, however. |
-None, it’s passive.- |
Double Strike A |
The user will attack twice. If all the attacks hit, add another 100 damage. |
8 |
Trance |
Rapier: The Lord pulls out a powerful Rapier and unleashes an attack for 65dAtk damage. If they’re heavily armored or are on horseback, this does double damage. |
|
Lord Knight
Stat Bonuses: Atk +40 Def +35 MDef +30 (Base Speed: 85)
Lord Knights are Lords who have finally gotten the right to stand up for themselves.
Skills |
Description |
TP Consumption |
Double Strike Z |
The user will attack twice. If all the attacks hit, add another 250 damage. |
15 |
Crazy Magic Resistance |
The Lord Knight will only take 1 damage from magic until their next turn. This can only be used twice per fight. |
40 |
Hit and Run |
The Lord Knight can attack, and then head MIA for 1 tick. |
5 |
Charisma |
The Lord grants all allies at least a 10% chance of dodging an attack. This will not stack with any Dodges, however. |
-None, it’s passive.- |
Trance |
Tyfling: The Lord Knight pulls out the Tyfling and slashes a target vertically for 75dAtk damage. |
|
Blade Lord
Stat Bonuses: Atk +30 Def +15 (Base Speed: 95)
Skilled Lords who are great with swords and can shoot from long range.
Skills |
Description |
TP Consumption |
Fast Dodge |
The Blade Lord can dodge with 40% success. |
10 |
Swift Attack |
The Blade Lord attacks so fast, they can attack out of turn. |
10 |
Sure Hit |
The Blade Lord never misses (If they miss an attack, they at least do 1 damage.) |
-None, it’s passive.- |
Double Strafe |
The user will attack twice for 9dAtk damage. |
10 |
Charisma |
The Lord grants all allies at least a 10% chance of dodging an attack. This will not stack with any Dodges, however. |
-None, it’s passive.- |
Trance |
Uber Critical: This does a staggering 60dAtk damage, but flip a coin. If heads, the target is KO’ed as well. |
|
Great Lord
Stat Bonuses: Atk +45, Def +40, MDef +5 (Base Speed: 65)
Just say it’s a Lord that takes forever to KO.
Skills |
Description |
TP Consumption |
Double Strike Z |
The user will attack twice. If all the attacks hit, add another 250 damage. |
15 |
No Damage! |
The Great Lord will never take damage until their next turn. This can only be used twice per fight. |
50 |
Hand Axe |
When you’re angry, throw this. This does 8dAtk damage. |
15 |
Charisma |
The Lord grants all allies at least a 10% chance of dodging an attack. This will not stack with any Dodges, however. |
-None, it’s passive.- |
Trance |
Almace: The Great Lord pulls out this and delivers a vertical cut to one enemy for 80dAtk damage. |
|
Tillkallar
Stridis
(Translation:
Summon Fighter)
Stat Boosts: Atk +35 Def +60 Mag +40 (Base Speed: 60)
A weird class that’s used by soldiers from the planet Rezodia.
Skills |
Description |
TP Consumption |
Quadruple Strike Z |
The user will attack four times. If all the attacks hit, add another 250 damage. |
30 |
Summon: Random |
The Tillkallar Stridis can summon up something random. You can focus it if you know the summon you want, but it costs twice the TP. |
30 |
Summon: Item |
The Tillkallar Stridis can summon an item for them to use right on the same turn. |
40 |
Trance |
Summon: Shin Getter 1: Somehow the Tillkallar Stridis summons this Super Robot to the field. Shin Getter 1 uses Stoner Sunshine on one enemy for 80dMag damage. |
90 |
Unidentified Novice
Stat Boosts: …None, you rely on your Booster Pack (Base Speed: 50)
Skills |
Description |
TP Consumption |
Double Strike A |
The user will attack twice. If all the attacks hit, add another 100 damage. |
8 |
Take a Break |
The Novice will go MIA for 1 tick. When they do, they will have recovered 50 HP and 30 TP. |
20 |
Fierce Tackle |
When you’re angry, tackle away. This does 1d200 damage. |
15 |
Trance |
Battle Frenzy*: The Novice can attack or use magic up to 12 times in a turn, but this will end trance. Also, you will be out of TP once you use it. |
ALL |
Sailor Senshi
Stat Boosts: Atk +20 Def +10 Mag +30 MDef +15 (Base Speed: 80)
If you’re a girl, then this class will be no problem to adjust to. If you’re a guy…ummm, oops, don’t use this *poof* D’oh!
Skills |
Description |
TP Consumption |
Tiara Magic |
The user throws the tiara they’re wearing on their head at one target. |
20 |
Flame Sniper |
The Senshi shoots a fire arrow at one target, which has a 50% chance of setting them ablaze. |
30 |
Crescent Beam |
When you’re angry...blast away! This does 10dMag damage. |
50 |
Trance |
Moon Spiral Heart Attack: The Sailor Senshi gives one target a heart attack. Flip a coin, if heads, they’re out of the battle. This will end Trance regardless of whether it works or not. |
|
Special Forces Member
Stat Boosts: Atk +80 Def +70 (Base Speed: 50)
ZOMG YOU’RE A STREET FIGHTER! (/random)
Skills |
Description |
TP Consumption |
Sonic Boom |
The SF Member just chucks a projectile at one enemy for 8dAtk damage |
5 |
Somersault Kick |
The user will kick an opponent into the air, doing 9dAtk damage. |
10 |
Trance |
Sonic Hurricane: This traps a whole team in for 75dAtk damage. |
|
Jedi
Stat Boosts: Atk +35 Def +30 Mag +35 MDef +30 (Base Speed: 85)
Use the force, Luke! *shot*
Skills |
Description |
TP Consumption |
Force Push |
The user uses the force to push the target over for 9dMag damage. Flip a coin, if heads, they aren’t so lucky and go flying out of the arena (Sneeze). |
20 |
Saber Throw |
The Jedi will turn on their lightsaber, then throw it at a whole team like a boomerang. This does 7dAtk damage to a whole team. |
30 |
Force Lightning |
When you’re angry, blast them away. This does 10dMag damage. |
50 |
Trance |
Jedi Mind Trick: Nobody’s safe from this. The Jedi can use this to have the enemy do whatever they want them to do. But you can only use it once, and it ends Trance. |
|
Fukuhon User
Stat Boosts: Atk +20 Def +20 Mag +40 MDef +40 (Base Speed: 40)
A master of learning skills from people by just noticing they’re there.
Skills |
Description |
TP Consumption |
Fukuhon Magic |
The Fukuhon User can use anything they witness being used in battle. |
-None, it’s passive- |
Fukuhon Body |
The Fukuhon User’s body suddenly turns reflective, making any projectiles and magic just hit the user instead. |
50 |
Trance |
Sudden Judgment: The Fukuhon User has great power…and abuses it here. They judge one target. Flip a coin, if heads, they are killed. If tails, they are transformed into something a lot weaker than normal. This ends Trance, though. |
|
Shapeshifter
Stat Boosts: Atk +15 Def +15 Mag +15 MDef +15 (Base Speed: 50)
Shang Tsung wins! Fatality! *shot*
Skills |
Description |
TP Consumption |
Fireball |
The Shapeshifter will shoot a fireball from their hands at one target. The fireball does 7dMag damage. You can shoot up to 3 fireballs a turn, but you will spend 10 more TP for each fireball after the first one. |
10 |
Transform: Random |
The Shapeshifter can turn into a random fighter and pull off an any ability they have. |
50 |
Trance |
Soul Steal: The Shapeshifter can only use this if the target’s HP is low. The Shapeshifter lowers the weakened target into the air, then steals their soul. This kills them off (also Sneezes them), and the Shapeshifter regains all their HP and MP. Trance ends after using this, though. This also can only be used once per fight. |
|
Swordian User
Stat Boosts: Atk +30 Def +30 Mag +30 MDef +30 (Base Speed: 80)
Hth did you become this? >:O
Skills |
Description |
TP Consumption |
Shadow Edge |
The user will cause a Shadow Edge to appear from the ground and strike an enemy. |
20 |
Gensenkou |
The user will slash in front of them, forming a crescent moon and doing 9dAtk damage. |
25 |
Senretsu Kokousen |
The user slashes a target upward (a simple attack; if this misses, it won’t work), then stabs them 10 times for 10dAtk damage. |
30 |
Trance |
Giren Shoureizan: The Swordian User beats the crap out of an opponent for 70dAtk damage. This ends Trance. |
|
Robot Master
Stat Boosts: Atk +35 Def +35 (Base Speed: 45)
Great, you must be Dr. Wily’s latest creation. This isn’t good…
Skills |
Description |
TP Consumption |
Main Weapon |
The Robot Master can use their signature weapon, which is mechanical in origin. Damage can be from 7dAtk to 10dAtk damage, and can hit one enemy or all enemies. If it hits all, it will cost twice as much. If it can steal HP, you can’t have a third move. |
15 |
Trap Move |
The Robot Master will try using a device to keep their target from moving that’s mechanical in origin. However, if it can do damage, it can’t exceed 150 damage. |
15 |
Teleport |
The Robot Master will teleport and go MIA until their next turn. |
15 |
Trance |
Desperation Attack: The Robot Master can pull off a really powerful move that does 80dAtk damage. However, it has to be mechanical in origin. |
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Uber Novice
Stat Boosts: None, you rely on your booster pak (Base Speed: 50)
Good News: You’re the best beginner ever because you plagiarize! The Bad News: You’re a damn Mary Sue!
Side-Note: The Mary S- I mean Uber Novice has to deal with twice as many flips as anyone else to avoid status effects. If one of them is heads, they’ll still get hit.
Skills |
Description |
TP Consumption |
Quadruple Strike |
The user will attack four times with their selected weapon. If they have weapons in both hands, it’s eight attacks. If all the attacks hit, it does twice the total damage done previously. |
25 |
Character Shield |
The Uber Novice uses this nasty fanfic move to protect either themselves or an ally from anything (even status effects) for a whole turn. Limited to 5 uses per fight. |
35 |
Stun Wind |
The Uber Novice will use the power of plagiarism, and attack one enemy with a hurricane like wind. Does usual magic damage, but flip a coin. If heads, the target is Silenced. |
21 |
Thunderja |
The Uber Novice uses the power of plagiarism to unleash a powerful bolt of lightning to strike one enemy down for 10dMag damage. |
70 |
Super Sonic Thrust |
The Uber Novice uses the power of plagiarism to form a sword and stab one target extra hard, doing 10dAtk damage. |
26 |
Goblin Punch |
The Uber Novice uses the power of plagiarism to use a random punch on the enemy for 1-5000 damage. |
30 |
Green Koopa Shell |
The Uber Novice uses the power of plagiarism to form a Green Koopa Shell and kick it at a whole team for Atkd50 damage. |
50 |
Silverbolt Cannon |
ZOMG IT’S THE TRANSFORMER NAMED WEAPON NOT USED YET!! Errr…The Uber Novice uses the power of plagiarism to suddenly form a huge cannon that fires off two beams and then fires a missile into one target for 12dMag damage. |
45 |
Trance |
Final Decisive Attack: The Uber Novice delivers a powerful attack to one target, doing 80dAtk damage. This will end Trance. |
|
Thief
Stat Boosts: Atk +10 Def +5 (Base Speed: 80)
Just your typical everyday thief who’s out for treasure and money.
Skills |
Description |
TP Consumption |
Double Strike |
The user will attack twice. If they have weapons in both hands, it’s four attacks. |
2 |
Steal: Item |
The Thief will steal an item from one target. The item is completely random. If the item doesn’t even suit the target that was holding it, they are Embarassed. |
10 |
Trance |
Steal All: Flip a coin until you get tails. The Thief will keep stealing items from the targets until that occurs. This is basically Steal: Item but works on all enemies. When it lands on tails, the Trance ends. |
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Assassin
Stat Boosts: Atk +25 Def +10 MDef +5 (Base Speed: 95)
Masters of killing, they are truly a force to not underestimate at all.
Skills |
Description |
TP Consumption |
Crimson Rush |
The Assassin will attack one target, and recover HP for half the damage they do to the target. |
20 |
Silencer |
The Assassin will attack one target for 9dAtk damage. Flip two coins, if both are heads, this KO’es the target. It also ignores Deathshield. |
30 |
Trance |
Midnight Judgment: The Assassin attacks one target and causes a whole bunch of blasts to hit the target as they swiftly hit the target over and over and over for 70dAtk damage. |
|
Rogue
Stat Boosts: Atk +25 Def +25 Mag +30 MDef +30 (Base Speed: 85)
ZOMG I DIDN’T NEED TO TURN INTO A RANGER! *shot*
Skills |
Description |
TP Consumption |
Axe Bomber |
The Rogue throws an axe at one target which promptly explodes. |
20 |
Sleep Flower |
The Rogue can put one target or a whole party to sleep. |
30 |
Rocket Launcher |
The Rogue fires off five shots at the target (One use equals five magic attacks.) |
50 |
Silver Dart |
The Rogue throws a dart at one target. If they’re undead, it does twice the damage. Flip a coin, if heads, if they aren’t killed, it will leave them with 1 HP. |
50 |
Grenade Bomb |
The Rogue throws a weird pumpkin shaped grenade at one target, which gives the Rogue MP back equal to half the damage done. |
50 |
Trance |
Thousand Slice: The Rogue slashes away at one target for 1000-10000 damage. This will end Trance. |
|
Unlockable
Classes
Sniper
(Gun)
Stat Bonuses: Atk +35 Def +5 (Base Speed: 85)
Snipers are awesome long range units who can easily take out someone in one shot…but this one decided to use a sniper rifle instead of a bow and arrows.
Skills |
Description |
TP Consumption |
Double Shoot |
The user will shoot twice for 20dAtk damage. |
20 |
Use Stealth |
The Sniper will go MIA until next turn and can’t be attacked by stuff that can even hit MIA people. |
15 |
Headshot |
Yikes, well when the Sniper fires a shot and it hits, flip two coins. If heads, instant KO. This will ignore Deathshield. |
40 |
Trance |
Mass Headshot: The Sniper will suddenly fire a shot that can hit a whole team. Flip two coins for each target. If heads, instant KO. This ends Trance. This also ignores Deathshield. |
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Net
Navi
Stat Bonuses: Atk +50 Def +50 Mag +50 MDef +50 (Base Speed: 55)
ZOMG YOU’RE DATA! (/random)
Skills |
Description |
TP Consumption |
Recover300 Y |
The user will heal someone for 300 HP. |
5 |
AntiDmg * |
The Net Navi can use this counter at any time. If they do, the counter will do 9dMag damage. This won’t work against Trances. |
15 |
WideBlade Y |
The Net Navi can slash a whole team with this for 10dAtk damage. |
40 |
Trance |
Protoman DS: The Net Navi uses this chip which brings Protoman in to attack a whole team for 50dAtk damage. This ends Trance. |
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Angela’s
Archmage
Stat Bonuses: Atk +10 Def +15 Mag +55 MDef +45 (Base Speed: 85)
This class can actually be pretty potent with magic.
Angela: You can’t use this class without certain requirements! *poof* Hey! You look just like me! XD (Female-only)
Skills |
Description |
TP Consumption |
Saint Beam |
The Archmage can fire off a beam of holy light at one or all enemies. |
80 |
Thunderstorm |
The Archmage can cause lightning bolts to strike one or all enemies. |
60 |
Mega Splash |
The Archmage can cause it to start raining on one or all enemies, then cause them to get struck by four icicles. |
50 |
Explode |
The Archmage can cause a huge explosion to hit one or all enemies. |
60 |
Earthquake |
The Archmage can start an Earthquake, which causes a boulder to fall on one or all enemies. |
70 |
Trance |
Rainbow Dust: This causes Gnome, Undine, Salamando, and Jinn to appear, causes a rainbow circle to close in on the center of all the enemies, then explode. |
100 |
Tillkallar
Krigare
Stat Bonuses: Atk +60 Def +120 Mag +80 (Base Speed: 95)
“I thought I would never live to see the day…the day when this class would be made!”
Skills |
Description |
TP Consumption |
Quadruple Strike Z |
The user will attack four times. If all the attacks hit, add another 250 damage. |
30 |
Summon: Focus |
The Tillkallar Krigare can summon up something they know that’s in the hazard list. |
60 |
Summon: Item |
The Tillkallar Krigare can summon two items for them to use right on the same turn. |
80 |
Summon: Nuke |
The Tillkallar Krigare can summon a nuke that hits a whole team for 20dMag damage. |
90 |
Trance |
Summon: Shin Getter 1: Somehow the Tillkallar Krigare summons this Super Robot to the field. Shin Getter 1 uses Shin Shine Spark on one enemy for 80d2000 damage. |
100 |
Trance |
Summon: Nightingale: Somehow the Tillkallar Krigare summons Char’s ultimate gundam to the field. Nightingale fires off its beam spraygun at all enemies then uses its funnels for 60d1000 damage. |
70 |
Evil
Cleric
Stat Bonuses: Atk +5 Def +15 Mag +25 MDef +30 (Base Speed: 95)
I’m a Priest…who turned to the dark side!
Skills |
Description |
TP Consumption |
Cursing Rebirth |
The Evil Cleric will invoke this curse. If it lands on heads, the target screams, letting all their aging leave them and leaving them as a baby. |
80 |
Healing Aura |
The Evil Cleric can heal a whole team for 30dMag HP. |
15 |
Shadow Missile |
The Evil Cleric fires off a shadow elemental missile. |
40 |
Trance |
Silence!: The Evil Cleric tries to silence the whole enemy team. Flip a coin for each. If heads, they are silenced. |
90 |
Status
Effects
Status Effects are rarely inflicted on anyone in this system, but if they are, the effects can be devastating. I won’t say exactly what they are though; you’ll have to figure that out.
Hazards
There are four hazard sets currently in this system, which I will title as: First, Glitch, Uber, and RP. Those are the four hazard sets I’ve made so far. Any of them could come up whenever I feel like rolling a hazard, but it shouldn’t be too frequently. Also, you may end up with an Item on the Arena Floor due to the roll.
Summons
Stormtrooper – The Stormtrooper just shoots an enemy for 1d500 damage.
Kiyuwan of Lenster – Kiyuwan takes out his Geisborg and stabs an enemy for 3d700 damage.
Sailor Chibi Moon – Sailor Chibi Moon just chucks her Luna Ball at someone for 1d1200 damage.
Shaq – Shaq simply swats a spell/projectile away, rebounds it, and slams it right back on the user. If the target has a copy of Shaq Fu, they get badly pwned. (KO)
Mr. Game & Watch – G&W does Judgment on one enemy, which varies as it does a number between 1-9. If it hits 8, the target is frozen. If it’s 9, the target is sneezed.
Great Mazinger – Tetsuya comes in with Great Mazinger and Thunder Breaks a whole team for 20d600 damage.
Number Man.EXE – Number Man.EXE uses DiceBomb on one enemy, which can do 6d600 damage.
Quattro’s Rick Dias – Quattro/Char comes in with his Rick Dias and shoots both of his beam pistols at one target for 10d120 damage.
Edgar Figaro – If an ally is downed, Edgar will use a X-Potion on them. If not, Edgar rushes in with his Chain Saw at one enemy, doing 50d100 damage. Flip a coin, if heads, that target is KO’ed.
Lise as a Vanadies – Lise does Light Shot Spear on one enemy, doing 60d100 damage.
Astoria – Astoria attacks one enemy for 2d1000 damage, then calls in backup equal to how many slots you have open on your team. (Max for both sides: 8)
Thrudgelmir – Zengar Zombolt appears in this monstrosity and slices through a target with his Zankantou, doing 3d2000 damage.
Gambit – Gambit chews on a piece of gum and charges it with kinetic energy, then spits it out as it explodes on all enemies for 3d1800 damage.
T.J. Combo – Combo appears and does a Winding Uppercut to one enemy for 1d7000 damage. Flip a coin, if heads, they hit the screen and fall off (KO).
Mallow – Mallow does Thunderbolt, which hits one enemy for 1d5000 damage.
Thomas – Thomas uses Shadow Servant on one Ally, giving them innate Quick.
Hidon – Guess what this does? Hidon does Grand Train on all enemies for 5d2000 damage. Can only be summoned once per fight.
Basilisk – The Basilisk simply Petrifies a target.
Dreadnought Gundam – Prayer Reverie appears with his gundam and uses his mind to fire off his DRAGOON’s and Beam Reamers at the same target for 10d1000 damage. Can only be summoned once per fight.
Terry Bogard – Terry appears and Buster Wolfs one enemy for 2d4000 damage.
Crossbone Gundam X3 – Tobia will use all four of his I-Fields to block attacks for one side until their next turn.
Typhlosion – A Typhlosion appears and does Fire Blast for 50d120 damage. Can only be summoned once per fight.
Blastoise – A Blastoise appears and uses Hydro Cannon for 50d150 damage. Can only be summoned once per fight.
Karel – Karel appears and attacks one enemy multiple times for 6d200 damage.
Jaffar – Jaffar from FE7 appears and does Silencer for 9d600 damage. Flip a coin, if heads, it’s a KO. This will ignore Deathshield. Can be summoned five times per fight.
Charlotta Himmel – A familiar person using this pseudonym will take their Naginata off the back of their skimpy shirt, and fly at and strike all enemies for 10d7000 damage. If they dare look up their skirt, flip a coin. If heads, Charlotta will stab them right in the head, KO’ing them. This ignores Deathshield. Can only be summoned twice per fight.
Ave – Ave will summon EBay the Auctioner, and flip a coin. If heads, one enemy is auctioned off (Sneeze). Can only be used once per fight.
Etude – Etude will take out her Kodachi and strike one enemy down for 1d2000 damage. This will also cost the target their turn. Can only be used ten times per fight.
The Exitprize – The Exitprize will shoot a whole team for 6d1000 damage.
Crush Crawfish – Crush Crawfish will appear and grab one enemy, and crush them for 2d1000 damage. Flip a coin, if heads, this repeats. Repeat this until the target is KO’ed, or it hits Tails.
Trance
Once your HP drops below 25%, you can trigger Trance (this also applies for bosses, so watch out.) In this form, you can access your Trance attack, and have innate Prayer (ability to dodge based on how much HP you’ve lost; the less HP you have left, the more likely you are to dodge attacks.) If you somehow survive to 1 HP, you will trigger Uber Trance, which is even crazier as your Trance will do twice as much damage as it would normally, and you have a 99% chance of avoiding attacks!
Requests
While it’s very unlikely I’ll hold a guest battle until I’m out of ideas, do have them ready anyway. I will not add new classes even if you get a magic lamp item, so don’t try it.