Post by Suih on Jan 28, 2009 21:33:06 GMT -5
Risky Caliber
Adding their lucky natures into the heat of battle, Risky Calibers are gamblers who go into skirmishes with skills that may fail or have hindering elements to them. It's always do or die time with this class.
Star Compatibility: Libra
Race Compatibility: Foxtail
Bonuses: None.
HP: 0
Fury: 0.5
MP: 0
STA: 0
STR: 0
MNT: 0
AGI: 1
ACC: 1
DEF: 0
SDF: 0
RES: 0
INT: 0
LCK: 0.25 (2 up)
Abilities: 1 -- Gambler [None]: At times gives (and takes) extra damage from 2% to 20%. After every successful attack, roll d2 to determine if it activates then d19+1.
3 -- Flip FOL [None]: The user flips a coin (d2). If it lands on 1 (heads), then the user is hit by his own standard attack and LUCK-6% chance of Sad. If it lands on 2 (tails), then standard attack is at 150% and may inflict LUCK+5% chance of Sad. 13FURY 11MP
5 -- Cheat [None]: Increases the luck of one ally for three turns by 10. 13FURY 15MP
7 -- King of Win/Fail [None]: The user rolls d100+LUCK and determines which he draws, the King of Fail (1-49) or the King of Win (51-100) or if nothing happens at all (50). If AoF is drawn then the user is hit by his own standard attack. If AoW is drawn then the user heals proportional to standard damage. 19FURY 15MP
8 -- Boxer [None]: The user starts pummeling the enemy with his/her weapon. d8-5 to deal damage. -5 through -1 refers to dealing only 1 damage and 0 refers to dealing none at all. The positive numbers refer to doing that many hits of normal damage. 18FURY 14STA
10 -- Ailment Wheel Mk2 [None]: Roll d100 to determine if it succeeds or not (5 meaning it attacks the user, 6+ meaning it succeeds) then d5 to choose a random status ailment (second post), then a roll to see if it inflicts or not (20%). 12FURY 8MP 7STA
12 -- Bait [None]: Redirect enemy moves to the user, acts the same as an interrupt however at 150% the damage. Also increases the chances of the enemy attacking the user. 1FURY
14 -- Russian Roulette [None]: The user rolls d100 to determine what happens. The user may accidentally fire/strike at himself or an ally dealing 150% standard damage for self or 100% for ally (1-17), he may strike a random third class elemental spell (18-33), may heal himself and one other ally by LUCK+MNT/4 (34-49), heal the enemy (50-65), (66-82), strike a single enemy with double the damage (83-96), do nothing at all (97), reroll (98) do all of the above (99), or become invincible for four turns (100). 15FURY 5MP 5STA
16 -- Double Up [None]: Double the effects of luck-based skills for the five turns. LUCK+70% success rate. 11FURY 9MP 9STA
18 -- Showtime [None]: ???
20 -- Lady Luck [None]: Increases the luck of all allies for four turns proportional to level of user. If level of user is under 10 then it will increase luck by 9 instead. 13FURY 19MP
22 -- Strip Poker [None]: Makes it so the next Risky Caliber skills have a LUCK% chance of breaking off an enemy equip as well as adds a LUCK% chance of inflicting Charm. Lasts for three turns. 12FURY 15STA 17MP
24 -- Stage Cane [None]: 10% chance of working. Dejects a random target out of the battle. Can't deject some characters sometimes. 15FURY 20MP
26 -- Jack of all Trades [None]: Randomly increases a weapon proficiency by three ranks and a elemental proficiency by two for two turns. 12FURY 11MP
28 -- Ailment Wheel Mk3 [None]: Roll d100 to determine if it succeeds or not (5 meaning it attacks the user, 6+ meaning it succeeds) then d5 to choose a random status ailment (third post), then a roll to see if it inflicts or not (20%). 12FURY 8MP 8STA
30 -- Old Maid [Dark]: A collection of energy is collected from sins and then thrust into the ground, dispersing a circle of energy resembling cards revolving around the battlefield. In the battle order, the person after the user takes 1 damage, then the next takes 1, and etc. until it returns back to the first person that took damage, and it doubles to 2, then so on.
31+ -- ???
Adding their lucky natures into the heat of battle, Risky Calibers are gamblers who go into skirmishes with skills that may fail or have hindering elements to them. It's always do or die time with this class.
Star Compatibility: Libra
Race Compatibility: Foxtail
Bonuses: None.
HP: 0
Fury: 0.5
MP: 0
STA: 0
STR: 0
MNT: 0
AGI: 1
ACC: 1
DEF: 0
SDF: 0
RES: 0
INT: 0
LCK: 0.25 (2 up)
Abilities: 1 -- Gambler [None]: At times gives (and takes) extra damage from 2% to 20%. After every successful attack, roll d2 to determine if it activates then d19+1.
3 -- Flip FOL [None]: The user flips a coin (d2). If it lands on 1 (heads), then the user is hit by his own standard attack and LUCK-6% chance of Sad. If it lands on 2 (tails), then standard attack is at 150% and may inflict LUCK+5% chance of Sad. 13FURY 11MP
5 -- Cheat [None]: Increases the luck of one ally for three turns by 10. 13FURY 15MP
7 -- King of Win/Fail [None]: The user rolls d100+LUCK and determines which he draws, the King of Fail (1-49) or the King of Win (51-100) or if nothing happens at all (50). If AoF is drawn then the user is hit by his own standard attack. If AoW is drawn then the user heals proportional to standard damage. 19FURY 15MP
8 -- Boxer [None]: The user starts pummeling the enemy with his/her weapon. d8-5 to deal damage. -5 through -1 refers to dealing only 1 damage and 0 refers to dealing none at all. The positive numbers refer to doing that many hits of normal damage. 18FURY 14STA
10 -- Ailment Wheel Mk2 [None]: Roll d100 to determine if it succeeds or not (5 meaning it attacks the user, 6+ meaning it succeeds) then d5 to choose a random status ailment (second post), then a roll to see if it inflicts or not (20%). 12FURY 8MP 7STA
12 -- Bait [None]: Redirect enemy moves to the user, acts the same as an interrupt however at 150% the damage. Also increases the chances of the enemy attacking the user. 1FURY
14 -- Russian Roulette [None]: The user rolls d100 to determine what happens. The user may accidentally fire/strike at himself or an ally dealing 150% standard damage for self or 100% for ally (1-17), he may strike a random third class elemental spell (18-33), may heal himself and one other ally by LUCK+MNT/4 (34-49), heal the enemy (50-65), (66-82), strike a single enemy with double the damage (83-96), do nothing at all (97), reroll (98) do all of the above (99), or become invincible for four turns (100). 15FURY 5MP 5STA
16 -- Double Up [None]: Double the effects of luck-based skills for the five turns. LUCK+70% success rate. 11FURY 9MP 9STA
18 -- Showtime [None]: ???
20 -- Lady Luck [None]: Increases the luck of all allies for four turns proportional to level of user. If level of user is under 10 then it will increase luck by 9 instead. 13FURY 19MP
22 -- Strip Poker [None]: Makes it so the next Risky Caliber skills have a LUCK% chance of breaking off an enemy equip as well as adds a LUCK% chance of inflicting Charm. Lasts for three turns. 12FURY 15STA 17MP
24 -- Stage Cane [None]: 10% chance of working. Dejects a random target out of the battle. Can't deject some characters sometimes. 15FURY 20MP
26 -- Jack of all Trades [None]: Randomly increases a weapon proficiency by three ranks and a elemental proficiency by two for two turns. 12FURY 11MP
28 -- Ailment Wheel Mk3 [None]: Roll d100 to determine if it succeeds or not (5 meaning it attacks the user, 6+ meaning it succeeds) then d5 to choose a random status ailment (third post), then a roll to see if it inflicts or not (20%). 12FURY 8MP 8STA
30 -- Old Maid [Dark]: A collection of energy is collected from sins and then thrust into the ground, dispersing a circle of energy resembling cards revolving around the battlefield. In the battle order, the person after the user takes 1 damage, then the next takes 1, and etc. until it returns back to the first person that took damage, and it doubles to 2, then so on.
31+ -- ???