Gir Sin Genji
Ganta Gun

The basic idea I have is for a group of adventurers (including me), sets out to find the crystals.
These crystals (as in most ff titles) control the elements. But when the elements start fading.... What do you do?
http://www.finalfantasyforums.net/threads/53924-Night-McNamara?p=1018088#post1018088
Here ^ is my character.
Here are the characters i need people to role play.....
HEROES OF LIGHT
. Class of choice (with permission)
Villians
. I will be doing most fights, playing the badguy.
. Anyone is welcome to play a bad guy with consent from me.
Friends
. Cid
. and several spots for people who will drop in and out of the RP.
Characters
. Salus (Paladin_Dragoon )
. Night (Gir Sin Genji )
. Blue Mage (kiteisthebomb )
NOTICE:
ALL CURRENT AND FUTURE MEMBERS, THE JOB SYSTEM IS A NEW UNIQUE TYPE (thats probablly been done before, so im making a big deal of nothing XD) THAT I WOULD LIKE TO TRY FOR THIS RP.
THE AVAILABLE CLASSES ARE AS FOLLOWS:
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.
The story is basically explained in my bio, but if you still need it spelled out:
Night (my character) is searching for legendary swords when he meets a group of adventurers in search of the 4 Crystals of light. But they need a 3rd party member. So, they hire Night. Normally, Night is a loner who would not fight along side others, but if the journey promises the possibility of a sword or two, he's on board.
Other questions? Post em here or PM me.
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