New FNCFFXIIIRPG Crystarium and Shops (Initial)

#1ArthogawaPosted 3/29/2013 7:33:53 PM(edited)
To New Players: Character Creation Process:

1. Determine character name, background, physical description, and their three primary roles. The only restrictions on character creation are:

-Your character MUST originate from Pulse or Cocoon (if from Cocoon, Merchant or Political ties are more believable as to why you would be on Pulse, though there are "other" reasons)
-You CANNOT be the leader or commander of any of the areas listed in the places of interest (with exception of Ruins of Spayel, though that is first come first served and really means little in the world ATM). You CAN be a child or relative to a leader (with one exception that I will PM to anyone that happens to try it), or you can be the leader of a village/city-state you make up.
-Your character cannot use natural magic at the start unless you opt to start as a L'Cie. Manadrives are allowed.
-Carbon copies of FF heroes are not allowed! Using them as a base is fine, but have a unique background at least!

Other than those, your character can be as strong or weak (within reason), prevalent or conspicuous as you desire.

2. Each character starts with 600 HP and 60 STR and MAG. You have 1000 crystogen (CP) to distribute among these three stats and must use it all.

3. You have 3000 CP to distribute among your primary roles (see Crystarium below). You should spend as much of this as you can on abilities. Any excess will go to your CP pool, but will not be accessible until further crystarium purchases are possible.

4. You may choose one of any of the weapons listed below in the shops. You then have 3500 gil to spend as you see fit (or save).

5. Choose your character's Eidolon. Eidolons that cannot be chosen include:
Storyline:
Odin
Shiva Sisters
Alexander
Bahamut
Hecatoncheir
Brynhildr
Ultima
Any prevalent Fal'Cie from the game (Anima, Eden...etc)

Player:
Ark
(Will be filled in further in future updates)

Note that if you want a different version of an Eidolon that is forbidden due to storyline (eg, Shiva instead of Shiva Sisters, a different version of Bahamut, etc), PM me with your reasoning and I'll determine if there is enough of a difference. I will try to help with an alternative if I don't find enough of a difference. Making up Eidolons is also permitted.

Stat creation for Eidolons will be posted/done when appropriate.

6. PM above details to me or post it in the Sign-up/OOC thread. If you PM me, I will post the background and description back in the Sign-up/OOC thread so that all players can familiarize themselves with your character. Once approved, I will send you a stat sheet that you should keep on a word processing document for easy updates and to post when necessary.

7. Speak with me about any character specific quests you desire. I will try to fit everyone's quest in somewhere. Also be aware that depending on where you originate you might receive a PM from me about relations between your and other characters (including my own).

8. For late arrivals: Allocate your bonus CP. I will keep a running tally of all CP earned and PM it to new arrivals after the RPG starts. You may use this and any of your excess CP from abilities as you wish.

For an example of how to go through the creation process, see the Sign-ups/OOC thread (eg: See my character).

Now, on with the Initial Crystarium and Shops:
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"Beginning is easy - Continuing is hard."-Japanese Proverb
#2Arthogawa(Topic Creator)Posted 3/29/2013 6:48:39 PM
<~Crystarium~>
-10 per +6 Max HP
-10 per +1 STR
-10 per +1 MAG

-800 2 Accessory slots

-500 [Tactic] Libra: Single target, enemy stats are revealed for the battle. Can only be used by party once per turn and personally once per battle.
-1000 [Tactic] Equipment Change: You may switch one weapon and accessory OR up to two accessories during battle. One turn cooldown.
-1500 [Tactic] Quake: All enemies, deals damage according to greater of STR or MAG and adds 10% of chain required to stagger each enemy. Can only be used by party once per turn and has personal cooldown of three turns.

Element means (Spell/Strike or Blitz) Fire/Flame, Blizzard/Frost, Thunder/Spark, Aero/Gale, Stone/Crag, and Water/Aqua

COMMANDO
<~Abilities~>
-200 [1] Attack: (STR) Single target physical damage. Adds 3 chain if target is staggered.
-300 [1] Ruin: (MAG) Single target magical damage. Adds 3 chain if target is staggered.
-800 [2] Blitz: (1.5x STR) Group target physical damage. Adds 4 chain to staggered targets.

<~Auto Abilities~>
-600 [A] Jeopardize: Your Commando actions add 1 chain.
-1500 [A] Ravage: Your Blitz and Ruinga deal 20% extra damage to enemies struck by a Ravager attack this round.
-1500 [A] Blindside: If your target didn't attack you last turn, double the damage of 1 Attack or Ruin.

<~Role Levels~>
-1000 Commando LV1: Deal 10% extra damage.
-2500 Commando LV2: Deal 20% extra damage.
-5000 Commando LV3: Deal 30% extra damage. All allies deal 10% more damage when you are in this role.

RAVAGER
<~Abilities~>
-300 each [1] Element: (1/2 MAG) Single target magical element damage. Adds 3 chain.
-600 each [2] Element-ra: (1/2 MAG) Group target magical element damage. (1.5x MAG) on staggered enemies. Adds 4 chain.

-400 each [1] Element-strike: (1/2 STR) Single target physical element damage. Adds 4 chain.

<~Auto Abilities~>
-1000 [A] Fearsiphon: If you targeted a staggered enemy as a RAV last round, add 1 ATB to your queue this round, even if you switch roles.

<~Role Levels~>
-1000 Ravager LV1: Your attacks add 1 additional chain.
-2500 Ravager LV2: Your attacks add 2 additional chain.
-5000 Ravager LV3: Your attacks add 3 additional chain. All allies' attacks add 1 additional chain.
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"Beginning is easy - Continuing is hard."-Japanese Proverb
#3Arthogawa(Topic Creator)Posted 3/29/2013 6:49:48 PM
SABOTEUR
<~Abilities~>
-400 [1] Poison: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Poison].
-1000 [1] Confuse: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Confuse].

-400 [1] Deprotect: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Deprotect].
-400 [1] Deshell: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Deshell].
-800 [1] Imperil: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Imperil].
-750 [1] Curse: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Curse].

-600 [1] Debrave: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Debrave].
-600 [1] Defaith: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Defaith].
-700 [1] Slow: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Slow].
-600 [1] Pain: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Pain].
-600 [1] Fog: (1/4 MAG) Single target. Adds 2 chain. 1/10 chance to inflict 3[Fog].

-800 [1] Dispel: (1/4 MAG) Single target. Adds 2 chain. Remove one positive status effect.

<~Auto Abilities~>
-1000 [A] Double Dispel: Dispel and Dispelga remove two positive status effects.
-800 [A] Soul Blade: Your SAB spells will now deal physical damage instead of magical damage. You may opt to use magical damage instead.

<~Role Levels~>
-1000 Saboteur LV1: Your chance to stick status effects increases by 1/10.
-2500 Saboteur LV2: Your debuffs last 1 turn longer. (Stacks with LV1 and LV3-5 effects)
-5000 Saboteur LV3: Your chance to stick status effects increases by 1/5. All allies’ chance to stick status effects increases by 1/10.

SYNERGIST
<~Abilities~>
-600 [2] Bravery: Single target. Bestows 3[Bravery].
-600 [2] Faith: Single target. Bestows 3[Faith].
-1000 [2] Haste: Single target. Bestows 3[Haste].
-750 each [2] En-element: Single target. Bestows 2[En-element].

-400 [2] Protect: Single target. Bestows 3[Protect].
-400 [2] Shell: Single target. Bestows 3[Shell].
-400 [2] Veil: Single target. Bestows 3[Veil].
-600 each [2] Bar-element: Single target. Bestows 2[Bar-element].

<~Auto Abilities~>
-700 [A] Weak Haste: You can carry 1 unused ATB from this round into the next, even if you switch roles.


<~Role Levels~>
-1000 Synergist LV1: Your buffs last 1 turn longer.
-2500 Synergist LV2: Your buffs last 2 turns longer.
-5000 Synergist LV3: Your buffs last 3 turns longer. All buffs cast by allies last 1 turn longer while you assume this role, up to the max of your unaided cap for every buff.
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"Beginning is easy - Continuing is hard."-Japanese Proverb
#4Arthogawa(Topic Creator)Posted 3/29/2013 6:50:31 PM
SENTINEL
<~Abilities~>
-300 [1] Challenge: Single target 100% inflict 4[Challenge]. Doesn't dissipate when you change roles.
-500 [1] Provoke: Group target up to 6 enemies. 1/6 chance per enemy to inflict 3[Taunt]. Always taunts at least two enemies.
-1000 [1] Mediguard: Heals 6% max HP for each use. 20% Damage Reduction.
-800 [2] Steelguard: Only 5 enemies will damage you this turn, subtracting 1 from this total for each use of Steelguard. 40% Physical Damage Reduction.
-600 [1] Vendetta: (1/2 STR) Single target physical damage.
-600 [1] Entrench: (1/2 MAG) Single target magical damage.

<~Auto Abilities~>
-600 [A] Deathward: When below 30% HP, damage you take is halved after all Damage Reduction.
-1000 [A] Fringeward: Group target attacks targeting you deal only 70% damage to allies.
-800 [A] Counter: (1/4 STR) Strike each target that hits you. Can't choose Magic Counter.
-800 [A] Magic Counter: (1/4 MAG) Strike each target that hits you. Can't choose Counter.
-1000 [A] Elude: 5% chance to evade each attack made against you.
-600 [F] Cover: Instead of using an item or tactic, declare one ally. You always take damage for them.

<~Role Levels~>
Sentinel LV0: Receive 10% damage reduction.
-1000 Sentinel LV1: Receive 20% damage reduction.
-2500 Sentinel LV2: Receive 30% damage reduction.
-5000 Sentinel LV3: Receive 40% damage reduction. All non-SEN allies gain 10% damage reduction when you assume this role. Each additional Lv3 SEN adds 5% to this secondary effect, up to 25%.

MEDIC
<~Abilities~>
-400 [1] Cure: (MAG) Single target HP restore.
-1000 [2] Cura: (3/4 MAG) Group target HP restore.
-800 [2] Esuna: Single target, removes 1 status effect of your choice.
-1000) [3] Raise: Single target, restores life and 1/2 Max HP

<~Auto Abilities~>
-750 [A] Offensive Raise: Raise now bestows 1[Bravery] 1[Faith].
-750 [A] Defensive Raise: Raise now bestows 1[Protect] 1[Shell].
-1000 [A] Improved Esuna: Esuna and Esunada remove an extra status effect.

<~Role Levels~>
-1000 Medic LV1: Heal 10% more.
-2500 Medic LV2: Heal 20% more.
-5000 Medic LV3: Heal 30% more. Raise now revives allies with 2/3 Max HP. All allies heal 10% more from healing effects while you assume this role.
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"Beginning is easy - Continuing is hard."-Japanese Proverb
#5Arthogawa(Topic Creator)Posted 3/29/2013 6:51:51 PM
<~Shops~>

<~Weapons~>

-3000 Critical: Shield: Upon first reaching below 30% damage in a battle, you are immune to further damage this round.
-5000 Quick Stagger: If you strike an enemy near stagger, they will instantly stagger.
-2500 Chain Bonus Boost I: All attacks add 1 chain.
-4000 Stagger Maintenance: If you helped stagger an enemy that round, its stagger lasts one additional round.
-2000 Improved Status Infliction I: Increase chance to stick status effects by 1/10
-2000 Improved Debuffing I: Increase chance to stick debuff effects by 1/10.
-2000 Improved Debilitation I: Increase chance to stick debilitative statuses by 1/10.
-1500 Defense Maintenance I: Your defensive buffs last 1 round longer.
-3000 Augment Maintenance I: Your offensive buffs last 1 round longer.
-4000 Improved Guard I: Medi- (+4% more HP healed) Steel- (+10% physical damage reduction) Mana- (+10% magical damage reduction)
-2000 Improved Ward I: Death- (+10% to HP range) Fringe (-10% damage received by allies)
-3000 Improved Counter I: Increase Counter and Magic Counter damage by 100%
-1500 Improved Cure I: Your cure spells heal an additional 25%
-3000 Improved Esuna I: Your Esuna now removes an additional status effect of your choice.

<~Accessories~>

--HP Increase--
-300 Iron Bangle: Max HP+100
-800 Silver Bangle: Max HP+200
-2000 Gold Bangle: Max HP+300

--STR Increase--
-500 Power Wristband: STR+20
-2500 Brawler's Wristband: STR+50

--MAG Increase--
-500 Magician's Mark: MAG+20
-2500 Shaman's Mark: MAG+50

--Physical Defense--
-600 Black Belt: 10% Physical Damage Reduction.
-3000 General's Belt: 30% Physical Damage Reduction (non-stacking).

--Magical Defense--
-600 Rune Bracelet: 10% Magical Damage Reduction
-3000 Witch's Bracelet: 30% Magical Damage Reduction (non-stacking).

--Double Defense--
-3000 Royal Armlet: 10% Physical and Magical Damage Reduction

--Non Stacking Elemental Resist--
-1000 Ember Ring: Halve Fire Damage (non-stacking).
-1000 Frost Ring: Halve Ice Damage (non-stacking).
-1000 Spark Ring: Halve Lightning Damage (non-stacking).
-1000 Zephyr Ring: Halve Wind Damage (non-stacking).
-1000 Aqua Ring: Halve Water Damage (non-stacking).
-1000 Clay Ring: Halve Earth Damage (non-stacking).

--Elemental Resist Scale--
-3000 Blaze Ring: Move forward 1 tier on Fire Resist Scale.
-3000 Icicle Ring: Move forward 1 tier on Ice Resist Scale.
-3000 Fulmen Ring: Move forward 1 tier on Lightning Resist Scale.
-3000 Gale Ring: Move forward 1 tier on Wind Resist Scale.
-3000 Riptide Ring: Move forward 1 tier on Water Resist Scale.
-3000 Siltstone Ring: Move forward 1 tier on Earth Resist Scale.

--Miscellaneous Effects--
-1500 Whistlewind Scarf: Start first round of battle with +1 ATB.
-2500 Hunter's Friend: 50% chance of Libra on strike.
-3500 Speed Sash: Kill: +1 ATB
-1500 Doctor's Code: Improved Potions (Potions and Hi-Potions double in effectiveness, X-potions are 25% more effective).

--Status Immunity--
-200 Giant's Glove: Immune to Debrave.
-200 Glass Buckle: Immune to Defaith.
-200 Starfall Pendant: Immune to Poison.
-500 Ceramic Armband: Immune to Deprotect.
-500 Safeguard Sachet: Immune to Deshell.
-500 Energy Flask: Immune to Sleep.
-1000 Stress Ball: Immune to Berserk.
-1000 Hexbane Talisman: Immune to Curse.
-1500 Guiding Armguard: Immune to Confuse.
-2000 Gem Necklace: Immune to Imperil.
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"Beginning is easy - Continuing is hard."-Japanese Proverb
#6Arthogawa(Topic Creator)Posted 3/29/2013 6:52:38 PM
<~Items~>
-100 Potion: Heals 200 HP or 10% of maximum HP, whichever is greater.
-250 Wound Potion: Removes Wound on yourself or target ally and restores HP lost by wound.
-300 Hi-Potion: Heals 600 HP or 30% of maximum HP, whichever is greater.
-150 Antidote: Removes Poison on yourself or target ally.
-300 Holy Water: Remove Curse or Zombie on yourself or target ally
-150 Wax: Removes Imperil on yourself or target ally.
-500 Phoenix Down: Restores target to life with 50% max HP.
-500 Librascope: Libra on all enemy combatants
-1000 Aegisol: Bestow Protect, Shell, Veil (2 turns) on self or target ally.
-1500 Fortisol: Bestow Bravery, Faith, Haste (2 turns) on self or target ally.
-200 Red Fang: Casts Fire on single target.
-200 Blue Fang: Casts Blizzard on single target.
-200 White Fang: Casts Thunder on single target.
-200 Pale Fang: Casts Aero on single target.
-200 Pearl Fang: Casts Water on single target.
-200 Clay Fang: Casts Stone on single target.
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"Beginning is easy - Continuing is hard."-Japanese Proverb
#7Z__SKULLPosted 4/7/2013 7:27:14 AM
Dude do you have no life? I mean seriously how long did that take to type that. let alone your thought process to think this all out.