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Regis Lucis Caelum ([personal profile] regisrex) wrote2018-06-08 02:49 am

Melodies of Eternity: Information post


Name: Regis Lucis Caelum
Age: >20 50
Gender: Male
Canon: Final Fantasy: The Road Trip (XV)
Canon Point: After the premature termination of the negotiations with Accordo.
Link to Application: Over younder.
Link to HMD: Here.
Link to Permission List: N/A.
Link to Experience Points record: Here.

Moogle Name: Sidra
Moogle Gender: Lady

Limit Break Name: Wall
Limit Break Description: Regis temporarily calls up a protective shield/Wall, an 'inverted bowl' or part of a sphere, made up of translucent blue crystalline-like hexagons which can protect those within it from both physical and magical damage, while other things (like rain/air/moderately strong wind) can pass through.

At the beginner level, it can cover an area of around 15 feet in diameter, he can hold it for two turns, and it can be broken by a very strong human with enhanced armor; at highest level, it can cover up a building, it can last up to five turns (depending on his concentration), and takes significantly more power to break.

Summoner1000
Stavemaster350
Guardian of the Crystal200
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JOB ABILITIES INFORMATION


Stave Master

A fighting class that long ago split from the fighting style of the Monk, they still eschew the use of bladed weapons. Stave Masters rely on agility over strength and try to take out their enemies with non-lethal blows.
Guild Location: Yun'Ashia

ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Staves, Nunchucks
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light Armor
sᴛʀᴇɴᴛɢʜs: They have high agility and can use their moves to unbalance their enemies. Unlike Monks, they can equip both weapons and armor, so they have extended reach and better defense. It is considered a highly versatile class.
ᴡᴇᴀᴋɴᴇssᴇs: The use of weapons prevents the Stave Master from channeling the raw physical power of the monk. They are not capable of dealing the same amount of damage as either the Blade Master or the Monk. Furthermore, they have low magic attack and defense.

physical power: B
magical power: D
attack potency: B
healing potency: E
physical defense: B
magical defense: D
speed: A
EXPSKILLDESCRIPTION
0000ThrustA standard single-target attack. Has a low chance to push the target back one meter.
0050Sweeping StrikeA low, sweeping attack that does weak damage, but had a chance of knocking an enemy off of its feet, disrupting their attack (ineffective against flying enemies).
0100MeditateChannel inner strength to increase power by one rank on the next turn.
0200ParryDoes not act on this turn, but will parry any attack directed at themselves, dodging and delivering a counter attack.
0350Vaulting StrikeUses the staff to vault at an enemy and deliver a kick for medium damage.
0500Spinning StrikeUses the staff as a fulcrum around which to spin, delivering a kicking attack in a circle around self.
0750 DuelCan draw one enemy within striking distance into a one-on-one duel. The two participants can only target one another for three turns (unless one surrenders or is knocked out earlier). Attacks with multiple targets will still work unhindered, and bosses may be immune to Duel.
1000 Staff of Inner StrengthEmpowers the weapon with the wielder’s inner strength for powerful, non-elemental attacks for three turns. Must use Meditate before this skill can be activated.
EXPMODIFIER SKILLDESCRIPTION
0500Stave MasteryIncreases the efficiency of physical attacks made with staves and rods.
EXPJOB BONUSDESCRIPTION
0000How Low?The Stave Master is unbeatable at the game of limbo.
EXPSUPREME SKILLDESCRIPTION
3000Staff of Divine StrengthEmpowers the weapon with a mystic power for three turns. The weapon becomes unbreakable while in this state, and can deliver a strike with the force of a tornado behind it. Must use Meditate before this skill can be activated.



Summoner
Summoners are able to call upon the power of Eidolons to aid them in battle. Summoners often engage in pilgrimages to seek out new Eidolons to form bonds with.
Guild Location: Arito

favored weapon: Rods and Staves
favored armor: Robes
strengths: The Summoner has the greatest magical potency. They are capable of summoning Eidolons, the legendary guardian spirits of the planet, which can wield great power or render aid to the party. The Summoner is the only class capable of fully understanding the language of the Eidolons.
weaknesses: Summoning is an exhausting process, so the Summoner will often need time to recharge after calling an Eidolon. Having devoted their energy to their magical bonds, they have the weakest physical attacks, and very low physical defense.

physical power: E
magical power: S
attack potency: S
healing potency: C
physical defense: C
magical defense: A
speed: D
EXPSKILLDESCRIPTION
0000RuinWeak non-elemental single-target attack spell.
0050Mystic TalkGain the ability to understand the language of Eidolons. Comprehension of the language improves with experience and is only perfected upon learning High Summoning.
0100Partial SummoningSummons the partial form of an Eidolon and has it use its skill.
0200FriendshipSlightly increases the potency of a partial summon's skill each time it is summoned.
0350StorageIncreases the number of available summons from 3 to 5.
0500 RunicProtects self and reduces damages from the next attack by 25%.
0750Last BreathAutomatically summon an Eidolon upon dying.
1000 True SummoningSummon the true form of an Eidolon.
EXPMODIFIER SKILLDESCRIPTION
0500Egi SummoningSummon a cat-sized and ghostly version of an Eidolon.
EXPJOB BONUSDESCRIPTION
0000Keeper of TalesThanks to their bonds with the spirits of this world, Summoners have an increased knowledge of local legends and lore.
EXPSUPREME SKILLDESCRIPTION
3000High SummoningSummon one of the five Great Eidolons.



Guardian of the Crystal

Legends of a foreign Star tell of a line blessed by powers divine, tasked to protect the heart of the Star, the Stone. And, blessed by the royal line of Lucis, others too can learn the skills of Kings over time.

Fᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: One-handed swords, polearms, daggers.
Fᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light armor, cloth armor (so long as it's black)

sᴛʀᴇɴᴛɢʜs: The Guardian of the Crystal is a versatile user of magic - including teleportation, phasing, and elemental magics, their skills increasing with experience.
ᴡᴇᴀᴋɴᴇssᴇs: Using the magic trains the user's energy (use of the Armiger being the least taxing, and long-sustained skills using being the most), and extensive use can be long-term detrimental to the practitioner's health. Some of the skills are also much more useful with average and above arms proficiency outside of the asterisk.

physical power: B
magical power: S
attack potency: A
healing potency: B
physical defense: C
magical defense: D
speed: C

EXPSKILLDESCRIPTION
0000Phase MasteryPower to blink and phase through most weaker attacks. Ability to phase through more potent skills increases with experience. (Medium at 500, strong at 1000; can never phase through 1000 EXP skills)
0050Warp MasteryCapable of warping after a weapon tossed to a vantage point or an enemy combatant with light-based damage. Potency increases experience. (Factor I at 200, Factor II at 750. Chance to critical hit when warp-striking at point-blank range at 500.)
0100Protective ShieldCreate a (part of sphere-shaped) protective field around an area or target. The Shield can be maintained for 1 turn at this level, up to two turns at level 500, up to three turns at level 1000. (Four turns if Melody EXP level is achieved). Releasing the shield does not count as an action in a turn. The shield can turn away most purely physical attacks and some magical and combined ones. Drains HP while maintained.
0200Armiger: StorageAllows for the use of a crystalline pocket dimension where items and weapons can be stored when not in use. Disclaimer: weapons can be stuck if left in there should magic be disabled.
0350SKILL NAMESKILL EXPLANATION HERE.
0500SKILL NAMESKILL EXPLANATION HERE
0750 SKILL NAMESKILL EXPLANATION HERE
1000 SKILL NAMESKILL EXPLANATION HERE
EXPMODIFIER SKILLDESCRIPTION
0500SKILL NAMESKILL EXPLANATION HERE
EXPJOB BONUSDESCRIPTION
0000TranquilityThe ability to bear any news, no matter how horrible, with an outward calm until choosing to do otherwise.