Gir Sin Genji
Ganta Gun
Who will be brave enought to challenge me?
The format for turns and such are based on classes:
DRAGOON: 56
PALADIN: 67
BLUE MAGE: 48
RED MAGE: 39
BLACK MAGE: 50
WHITE MAGE: 50
DARK KNIGHT: 66
HERO: 85
COMMANDO: 90
SUMMONER: 37
SYNERGIST: 47
SABATOUR:46
SENTINEL:87
and,
NINJA: 96
THERE ARE ALSO MINOR CLASSES. THESE WILL GIVE YOU SMALLER ABILITIES TO MAKE EACH CHARACTER MORE VERSITILE.
SUMMONER: 400
MONK: 650
WARRIOR: 600
MEDIC: 200
THAURMATUGE: 400
CONJURER: 600
SAGE: 300
GLADIATOR: 100
BEAST MASTER: 50
SCHOLAR: 570
GEOMANCER: 560
and,
TIME MAGE: 900
EACH CLASS HAS A DIFFRENT ROLE IN COMBAT. THE OTHER NEW FEATURE IS A BATTLE CYCLE. CERTAIN MINOR CLASSES WILL GO FIRST OR LAST DEPENDING ON THE NUMBER NEXT TO THEM. BY ADDING THE NUMBER OF YOUR CLASSES, YOU CAN GO FIRST IN COMBAT, OR TO MAKE A DECISION IF YOUR NUMBER IS THE HIGHEST. PLEASE TAKE IT UPON YOURSELVES TO POST A MINOR AND MAJOR CLASS POST. AS FAR AS ABILITIES GO, YOU MAY CREATE YOUR OWN WITHIN REASON. HOWEVER, MINOR SUMMONERS CAN ONLY DO ONE ATTACK PER TURN WITH SUMMON. MAJOR SUMMONERS, HOWEVER, CAN EMBODY A SUMMON FOR THE LEGNTH OF THE BATTLE. ALSO, YOU CANNOT HAVE TWO SUMMONER CLASSES. DRAGOONS MAY GO FIRST EVERY 3 TURNS, BUT THE TURN AFTER, IF THEY ACTVATE THE ABILITY, THEY AUTOMATICALLY GO LAST. THEY DONT HAVE TO GO LAST IF THEY HAPPEN TO HAVE THE HIGHEST SCORE, HOWEVER. DRAGOONS MAY ALSO USE THE JUMP ABILITY TO DODGE AN ATTACK. THIS, HOWEVER, WILL COST A TURN. PALADINS MAY CHANGE INTO DARK KNIGHTS (and vise versa) FOR A TURN BY SACRAFICING THE IMMEDIATE TURN AFTER THEIR ATTACK. DARK KNIGHTS MAY ALSO DRAIN ENERGY FROM ENEMIES OR TEAMMATES FOR THE COST OF ONE TURN TO CHARGE, AND ONE TURN TO USE THIS ABILITY. GEOMANCERS MAY NOT USE ABILITIES IN BUILDINGS, ROOFED ARENAS, OR BOATS. MAGES MUST CHARGE LARGE SPELLS (Fireaga, Holy, Nuke, THE GRAVITY SPELLS ECT.) FOR A TURN. THEY CAN STILL CAST, EVEN IF HIT IN THIS TIME. MINOR SUMMONERS CAN CAST AT WILL, BUT MAJOR SUMMONERS MUST RECHARGE A TURN AFTER THEIR SUMMON IS DEFEATED. EACH MAJOR SUMMON HAS 3 HITS BEFORE IT DIES, AND MAY USE AN OVERDRIVE. AFTER USING OVERDRIVE THE SUMMON MUST RETREAT.
Jus post a bio with your classes, and your total skill number, character name, weapon, and if youre a cameo. Also, you may have a one use limit break type move.
Name: Night Sinn McNamara
Major class: Dragoon
Minor class: Summoner
Total skill: 456
Weapon: Sword collection (stored in the rift)
Limit break: Infernal Spawn (Summons Ifrit's power to stand up and unleash an inferno straight from hell)
The format for turns and such are based on classes:
DRAGOON: 56
PALADIN: 67
BLUE MAGE: 48
RED MAGE: 39
BLACK MAGE: 50
WHITE MAGE: 50
DARK KNIGHT: 66
HERO: 85
COMMANDO: 90
SUMMONER: 37
SYNERGIST: 47
SABATOUR:46
SENTINEL:87
and,
NINJA: 96
THERE ARE ALSO MINOR CLASSES. THESE WILL GIVE YOU SMALLER ABILITIES TO MAKE EACH CHARACTER MORE VERSITILE.
SUMMONER: 400
MONK: 650
WARRIOR: 600
MEDIC: 200
THAURMATUGE: 400
CONJURER: 600
SAGE: 300
GLADIATOR: 100
BEAST MASTER: 50
SCHOLAR: 570
GEOMANCER: 560
and,
TIME MAGE: 900
EACH CLASS HAS A DIFFRENT ROLE IN COMBAT. THE OTHER NEW FEATURE IS A BATTLE CYCLE. CERTAIN MINOR CLASSES WILL GO FIRST OR LAST DEPENDING ON THE NUMBER NEXT TO THEM. BY ADDING THE NUMBER OF YOUR CLASSES, YOU CAN GO FIRST IN COMBAT, OR TO MAKE A DECISION IF YOUR NUMBER IS THE HIGHEST. PLEASE TAKE IT UPON YOURSELVES TO POST A MINOR AND MAJOR CLASS POST. AS FAR AS ABILITIES GO, YOU MAY CREATE YOUR OWN WITHIN REASON. HOWEVER, MINOR SUMMONERS CAN ONLY DO ONE ATTACK PER TURN WITH SUMMON. MAJOR SUMMONERS, HOWEVER, CAN EMBODY A SUMMON FOR THE LEGNTH OF THE BATTLE. ALSO, YOU CANNOT HAVE TWO SUMMONER CLASSES. DRAGOONS MAY GO FIRST EVERY 3 TURNS, BUT THE TURN AFTER, IF THEY ACTVATE THE ABILITY, THEY AUTOMATICALLY GO LAST. THEY DONT HAVE TO GO LAST IF THEY HAPPEN TO HAVE THE HIGHEST SCORE, HOWEVER. DRAGOONS MAY ALSO USE THE JUMP ABILITY TO DODGE AN ATTACK. THIS, HOWEVER, WILL COST A TURN. PALADINS MAY CHANGE INTO DARK KNIGHTS (and vise versa) FOR A TURN BY SACRAFICING THE IMMEDIATE TURN AFTER THEIR ATTACK. DARK KNIGHTS MAY ALSO DRAIN ENERGY FROM ENEMIES OR TEAMMATES FOR THE COST OF ONE TURN TO CHARGE, AND ONE TURN TO USE THIS ABILITY. GEOMANCERS MAY NOT USE ABILITIES IN BUILDINGS, ROOFED ARENAS, OR BOATS. MAGES MUST CHARGE LARGE SPELLS (Fireaga, Holy, Nuke, THE GRAVITY SPELLS ECT.) FOR A TURN. THEY CAN STILL CAST, EVEN IF HIT IN THIS TIME. MINOR SUMMONERS CAN CAST AT WILL, BUT MAJOR SUMMONERS MUST RECHARGE A TURN AFTER THEIR SUMMON IS DEFEATED. EACH MAJOR SUMMON HAS 3 HITS BEFORE IT DIES, AND MAY USE AN OVERDRIVE. AFTER USING OVERDRIVE THE SUMMON MUST RETREAT.
Jus post a bio with your classes, and your total skill number, character name, weapon, and if youre a cameo. Also, you may have a one use limit break type move.
Name: Night Sinn McNamara
Major class: Dragoon
Minor class: Summoner
Total skill: 456
Weapon: Sword collection (stored in the rift)
Limit break: Infernal Spawn (Summons Ifrit's power to stand up and unleash an inferno straight from hell)