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.

 

 

 

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.

 

 

 

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.

 

 

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.

 

 

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.

1