<hr/><span class="bbc_font" style="font-family: times new roman;"><span class="bbc_size" style="font-size: 18pt;">Game Mechanics (Pt. 2)</span></span><br/><hr/><br/><span class="bbc_font" style="font-family: georgia;"><strong>Occupations</strong><br/><br/>Also known as "job classes," below is the list of job classes allowed in this game. Here is the link for their general explanation: Job Classes (https://www.ffcompendium.com/h/jobs.shtml). I have colored in red, the non-mage classes, and in blue, the mage classes. Purple designates those special classes who use magic to augment their abilities. Non-mage classes can only use Skills, while the Mage classes use either Black, White, Blue, or both Black and White in the Red Mage's case. Those unique classes colored Purple can use both Skills and Magic. <strong>Players are not allowed to have the same occupation as another player. They must negotiate between each other. So please reserve not only the Summons but the Job Class because if you work extra hard in silence on your CS, and I get a CS from another player for the same class, but I approve them before I see yours because you never said anything...I will not sympathize.</strong><br/><br/></span><table class="bbc_table"><tbody><tr><td><table class="bbc_table"><tbody><tr><td>Archer</td></tr><tr><td>Bard</td></tr><tr><td>Beastmaster</td></tr><tr><td>Berserker</td></tr><tr><td>Black Mage</td></tr><tr><td>Blue Mage</td></tr><tr><td>Chemist</td></tr></tbody></table></td><td><table class="bbc_table"><tbody><tr><td>Dancer</td></tr><tr><td>Dark Knight</td></tr><tr><td>Dragoon</td></tr><tr><td>Fighter</td></tr><tr><td>Gambler</td></tr><tr><td>Geomancer</td></tr><tr><td>Gunner</td></tr></tbody></table></td><td><table class="bbc_table"><tbody><tr><td>Knight</td></tr><tr><td>Magic Knight</td></tr><tr><td>Mime</td></tr><tr><td>Monk</td></tr><tr><td>Ninja</td></tr><tr><td>Onion Knight</td></tr><tr><td>Paladin</td></tr></tbody></table></td><td><table class="bbc_table"><tbody><tr><td>Red Mage</td></tr><tr><td>Samurai</td></tr><tr><td>Scholar</td></tr><tr><td>Soldier</td></tr><tr><td>Thief</td></tr><tr><td>Warrior</td></tr><tr><td>White Mage</td></tr></tbody></table></td></tr></tbody></table><br/><span class="bbc_font" style="font-family: georgia;"><em>Note: All job-related skills are "Skills" in this game. When you use the link and click on the job class you are interested in, you can browse various skills that job class has used in the various games. You can base your skills off of those.</em><br/><br/><strong>Materials</strong><br/><br/><span class="bbc_u">Material Levels</span><br/><br/>Green:  Wood, Cloth, Leather, Bone, Lousy Steel, and Coral.<br/><br/>Bronze: Bronze and Copper.<br/><br/>Silver: Steel, Silver, and Iron.<br/><br/>Gold: Stone, Orichalcum, Granite, and Denadorite.<br/><br/>Platinum:  Mythril, Prism, Rainbow, Spectral, and Plasma.<br/><br/><strong>Weapons</strong><br/><em>There are many weapons in Final Fantasy. Some objects that aren't usually weapons are even used as weapons. For the sake of logic, even if you have to have a material like "cloth" as your weapon, you do not have to RP your weapon made out of cloth. The stats are solely for the battles to work. Separate battle logic from story logic. A mage could have a wooden staff or a book, and the book be classified as cloth. The writer can RP the staff as wood and the book as a book. It is absolutely okay. All weapons once a character is finished with them, can be sold to a GM-run shop for gil.</em><br/><br/>Green:  Wood (+2 PA/MA, +4MP), Cloth (+1 PA/+3 MA, +3 MP), Leather (+3 PA/MA, +5 MP), Bone (+3PA/+4 MA, +4MP), Lousy Steel (+4PA/+2MA, +5 MP), and Coral (+3PA/+2MA, +4 MP).<br/><br/>Bronze: Bronze (+5 PA/MA, +10 MP) and Copper (+6PA/MA, +10 MP).<br/><br/>Silver: Steel (+7 PA/+5 MA, +15 MP), Silver (+8 PA/+10MA, +12 MP), and Iron (+6 PA/+5 MA, +14 MP).<br/><br/>Gold: Stone (+10 PA/MA, +15 MP), Orichalcum (+12 PA/MA, +17 MP), Granite (+13 PA/MA, +18 MP), and Denadorite (+20 PA/MA, +20 MP).<br/><br/>Platinum:  Mythril (+25 PA/MA, +20 MP), Prism (+15 PA/+30 MA, +17 MP), Rainbow (+20 PA/+30 MA, +20 MP), Spectral (0 PA/+35 MA, +25 MP), and Plasma (+35 PA/ 0 MA, +25 MP).<br/><br/><em>Note: Orichalcum, Denadorite, Mythril, Prism, Rainbow, and Spectral are extremely rare and cannot be found in stores. They can only be found throughout the characters' adventures.</em><br/><br/><strong>Armors</strong><br/><em>In Final Fantasy, some armors weren't traditional armors. They could often be silly like a Moogle suit, or what have you. Design your character's uniform/outfit, however. If you choose to have your character wearing fur, and you see fur isn't listed, that is okay. As previously mentioned, separate the battle system stuff from the story logic. You can RP your character wearing whatever, but its classification will be one of the below materials when it comes to battles. When characters are finished with their armor, they can sell it to a GM-run shop for gil.</em><br/><br/>Green:  Wood (+2 PD/MD, +3HP), Cloth (+1 PD/+3 MD, +4 HP), Leather (+3 PD/MD, +5 HP), Bone (+3PD/+4 MD, +5HP), Lousy Steel (+4PD/+2MD, +6 HP), and Coral (+3PD/+2MD, +4 HP).<br/><br/>Bronze: Bronze (+5 PD/MD, +10 HP) and Copper (+6PD/+8 MD, +10 HP).<br/><br/>Silver: Steel (+7 PD/+5 MD, +13 HP), Silver, (+8 PD/+10MD, +15 HP), and Iron (+6 PD/+5 MD, +12 HP).<br/><br/>Gold: Stone (+10 PD/MD, +15 HP), Orichalcum (+12 PD/MD, +17 HP), Granite (+13 PD/MD, +18 HP), and Denadorite (+20 PD/MD, +20 HP).<br/><br/>Platinum:  Mythril (+25 PD/MD, +20 HP), Prism (+15 PD/+30 MD, +25 HP), Rainbow (+20 PD/+30 MD, +30 HP), Spectral (0 PD/+35 MD, +40 HP), and Plasma (+35 PD/ 0 MD, +30 HP).<br/><br/><strong>Accessories</strong><br/><em>In Final Fantasy Alpha, accessories can only be acquired by purchasing them from a shop or finding them throughout your character's travels. They are valuable items and a little pricey. Anyone who wears accessories surely has some money, and are often a target of thieves. What makes accessories so special is that they can increase HP and MP, grant protection from certain attacks and elements, and grant special passives. If a character is finished with an accessory, they can trade it to another character or sell it to a GM-run shop for gil.</em><br/><br/>Green:  Protect Vest (+10 HP/MP) and Talisman (+15 MP).<br/><br/>Bronze: Power Wrist (+10 HP/MP, +10 PA), Earrings (+10 HP/MP, +10 MA), Sneak Gloves (Luck +5%), Sunglasses (Immune to Blind), Headband (Immune to Sleep), Star Pendant (Immune to Poison), Fire Ring (NulFire 1/2 Dam), Ice Ring (NulIce 1/2 Dam), and Bolt Ring (NulShock 1/2 Dam).<br/><br/>Silver: Chocofeather (Attack First Always), Amulet (+10% Luck), Sprint Shoes (Auto-Haste at Start of Battle), Fury Ring (Auto-Berserk at Start of Battle),  Protect Ring (Auto-Protect at Start of Battle), Reflect Ring (Auto-Reflect at Start of Battle), White Cape (Immune to Toad and Mini), Fairy Ring (Immune to Poison and Blind), Gem Ring (Immune to Petrify and Paralysis), Water Ring (Converts Water Damage to HP), and Poison Ring (Converts Poison Damage to HP).<br/><br/>Gold: Champion Belt (+30 HP/MP, +30 PA), Circlet (+30 HP/MP, +30 MA), Tough Ring (+50 HP/MP), Peace Ring (Immune to Berserk, Fury, Sadness, and Confusion), and Cat's Bell (Recover +5 HP per turn).<br/><br/>Platinum: Cursed Ring (+35 HP/MP, +35 PA, +35 MA, +10% Luck), Ribbon (Immune to all Negative Status Effects), and Tetra Ring (Converts Fire, Ice, Earth, Water, and Lightning Damage to HP).<br/><br/><strong>Elements</strong><br/><br/><span class="bbc_u">Fire</span>: One of the three standard elements. Most plant or undead enemies are weak against it, as well as beasts. Fire is effective against Ice-based enemies.<br/><br/><span class="bbc_u">Ice</span>: One of the three standard elements. It is easily defeated with Fire, and vice-versa. Ice spells are effective against Fire-based enemies. They are effective against reptiles and amphibians.<br/><br/><span class="bbc_u">Lightning</span>: One of the three standard elements. Machines are damaged greatly by lightning-based attacks. However, some machines have the ability to absorb the magic as energy. Lightning is also effective against Water-based enemies.<br/><br/><span class="bbc_u">Earth</span>: Manipulates the ground. It doesn't work on airborne enemies or enemies imbued with Float. Most plant enemies absorb the earth element. It is weak against Wind.<br/><br/><span class="bbc_u">Wind</span>: Effective against aerial enemies and Earth-based enemies.<br/><br/><span class="bbc_u">Water</span>: All water-based enemies absorb water. Fire-based enemies are greatly affected by water spells.<br/><br/><span class="bbc_u">Holy</span>: Greatly inflicts damage to undead and dark-based enemies.<br/><br/><span class="bbc_u">Dark</span>: Very effective against holy-based enemies. Undead are resistant to dark-based elements.<br/><br/><em>Note: All beings in the world of Chronus have an elemental affinity, including the Espers. It is important that when in battle, characters take advantage of an enemy's elemental weakness. Unique to Espers and some monsters (not all) in Chronus, if an Esper is struck by a spell of their element, then they will be healed based on the damage received. Espers absorb their innate element. However, all beings receive double the damage if they are struck by their natural opposing element. There are some magics that are their own element such as Poison or the Non-elemental category. These magics have neither a strength or weakness.</em><br/><br/><strong>Skills</strong><br/><em>Writers have the choice of creating original skills based off of actual skills they found looking up their job class, or taking the offered skills written below. The offered skills written below can also be reflavored to the writer's liking. These skills can also be referenced: here (https://www.ffcompendium.com/h/magic.shtml). As the character increases in Tiers, the debuff skills can stack their effects, prolonging their duration. Note the MP costs for each Tier level of a skill. Some classes use projectiles and the skills below don't seem like they'd work for projectiles. You can reflavor the below skills to match your character's weapon. You will just need to mention in your CS what skill it is based on.</em><br/><br/>Green (5 MP): Alert (1 Basic Attack Before Enemy Can), Armor Break (Enemy PD -5, 2 Turns), Climhazzard (+5 PA), Counter (Immediate Basic Attack After Being Damaged), Cover (Absorb 1 Attack for Ally), Gil Toss (-5 Gil, +10 PA), Magic Break (Enemy MA -5, 2 Turns), Mental Break (Enemy MD -5, 2 Turns), Power Break (Enemy PA -5, 2 Turns), Steal (Roll 6-sided Die, Roll 5 or 6, then success. If a Thief class, roll above 2 success, 1 Item), and Throw (can throw weapons or items, damage dependent on weapon or item thrown. Can be own Weapon).<br/><br/>Bronze (8 MP): Chakra (+10 HP or MP, Ally), Darkside (-10 HP added to +10 PA, +20 PA Total), Flametongue (Fire-Imbued Weapon, +10 PA), Gillionaire (Increase Gil received at the end of battle x2), Icebrand (Ice-Imbued Weapon, +10 PA), Liquid Steel (Water-Imbued Weapon, +10 PA), Mug (+10 PA, Steal Used On 1 Item), and Steal Gil (Roll 6-sided Die, Roll 5 or 6, then success. If a Thief Class, roll above 2 success, 10 gil).<br/><br/>Silver (13 MP): Cherry Blossom (+15 PA, All), Manipulate (Controls Enemy, Enemy Performs 1 Attack on Self), Mime (mimics last action done by an ally (if attack or support +15), Osmose (Drain +15 Enemy MP and give to self), and Shock (+15 PA, All).<br/><br/>Gold (16 MP): Saber (+15 MA, Self, 3 Turns), Temper (+15 PA/MA, 1 Ally, 3 Turns), Slowga (-3 Turns), HP Stroll (5 HP Restored per Turn until the End of Battle), Quick (Can use any Skill, Spell, or Item as many times in a Single Turn (Warning: MP and Item Quantity will be expended for each spell, skill, or item used)), Return Magic (Reflect Spell +20 MA), and Slot (Random Effect: +30 PA, +20 HP, All, OR Ends Battle).<br/><br/>Platinum (20 MP): Final Heaven (+10 PA x 5 Strikes) and Sacrifice (Give Life to Full Heal an Ally).<br/><br/><strong>Spells</strong><br/><em>The following are the tier levels of magic spells. In parenthesis are further explanations on how the spell will work in this game. Reference: Black and White Spells (https://www.ffcompendium.com/h/magic.shtml). Not all spells from the series are in here, and that's okay. I chose the ones we will use for this RP. Blue Magic Spells (https://finalfantasy.fandom.com/wiki/Blue_Magic). Players do not have to have the same spell name. They can call their spell whatever they want, however, they must be sure to state which spell it is based on in their CS in the appropriate section. Spells can also be reflavored when you write them in game. Players can describe casting a spell, however, they like.</em><br/><br/><span class="bbc_u">Black</span>: <br/><em>Reference for Status Effects (https://finalfantasy.fandom.com/wiki/Status_effect)</em>.<br/><br/>Green (5 MP): Fire (+5 MA), Thunder (+5 MA), Blizzard (+5 MA), Aero (+5 MA), Water (+5 MA), Sleep (-2 Turns), Dark (2 Misses), Slow (-1 Turn),  Teleport (Dodge), Stun (-2 Turns), Blind (2 Misses), Break (-2 Turns), Poison (+5 MA, 2 Turns), Vanish (Dodge on Ally), and Stop (-2 Turns).<br/><br/>Bronze (8 MP): Fira (+10 MA), Thundara (+10 MA), Blizzara (+10 MA), Aerora (+10 MA), Watera (+10 MA), Tornado (+10 MA, All), Poisona (+10 MA, 3 Turns), Confuse (2 Turns, Enemy Self/Ally Harm), Haste (1 Ally given an extra turn), Sleepra (-3 Turns) and Gravity (+10 MA, Target Brought to Ground).<br/><br/>Silver (13 MP): Firaga (+15 MA, All), Thundaga (+15 MA, All), Blizzaga (+15 MA, All), Aeroga (+15 MA, All), Waterga (+15 MA, All), Comet (+15 MA), Drain (+15 HP sapped from enemy), Slowra (-2 Turns), Quake (+15 MA, All), Focus (+15 MA, Self-Buff, 4 Turns), and Toad (Turn Enemy into Frog, 3 Turns).<br/><br/>Gold (16 MP): Saber (+15 MA, Self, 3 Turns), Temper (+15 PA/MA, 1 Ally, 3 Turns), Firaja (+20 MA, All), Thundaja (+20 MA, All), Blizzaja (+20 MA, All), Waterja (+20 MA, All), and Slowga (-3 Turns).<br/><br/>Platinum (20 MP): Flare (+25 MA, All), Flood (+25 MA, All, 1/2 Lightning Def on Enemy), and Meteor (+25 MA, All).<br/><br/><br/><span class="bbc_u">White</span>: <br/><br/>Green: Cure (+5 HP), Protect (+5 PD), Shell (+5 MD), Blink (Dodge), NulShock (1/2 Lightning Dam, 2 Turns), Invis (Evasion on Ally), Blindna (Cures Blind Status), Silence (-2 Turns), NulBlaze (1/2 Fire Dam, 2 Turns), Hold (-2 Turns), and Dia (+5 MA).<br/><br/>Bronze: Cura (+10 HP), Diara (+10 MA), NulFrost (1/2 Blizzard Dam, 3 Turns), Vox (Cures Silence), Float (Dodge), Libra (Scan: Seen Enemy HP/MP), and Poisona (Cures Poison).<br/><br/>Silver: Curaga (+15 HP, All), Diaga (+15 MA, All), Protera (+10 PD), Stona (Curse Petrify), Mini (Shrink Target, 3 Turns), Reflect (1/2 Damage Returned, 3 Turns), and Sight (See beyond current location).<br/><br/>Gold: Life (Revive 1 Ally), Exit (Warp a party to another location), Invisira (2 Dodge Bonus, All), Esuna (Removes all status effects), Hastega (+4 Turns to Self or Ally), Holy (+20 MA), Regen (+15 HP for 4 turns), and Wall (+15 PD and MD, 4 Turns).<br/><br/>Platinum: Curaja (Full Heal, All), Diaja (+20 MA, All), Holyra (+30 MA, Reverts Undead to Living), Full Life (Revives All), NulAll (1/2 All Dam, 5 Turns), and Dispel (Removes all status effects even positive ones).<br/><br/><br/><span class="bbc_u">Blue</span>:<br/><br/>Green: Aero (+5 MA), Aqua Breath (+5 MA), Flamethrower (+5 MA), Acid (+5 MA), Goblin Punch (+5MA, if enemy tier same as caster, +15 MA), Limit Glove (+5 MA, if HP below 50% +20 MA), Laser Eye (+5 MA), Seed Cannon (+5 MA), Thrust Kick (Ejects 1 Enemy from Battle), Absorb (+5 HP &amp; MP from Enemy), Drill Shot (+5 PA), and Poison Claw (+5 MA, Poison (+5 MA-Enemy MD), 2 Turns).<br/><br/>Bronze: Flash (Blind, All), Old (ages enemy if level a multiple of 2, Halves Enemy HP), Guard-Off (Enemy PD -10, 3 Turns), Moon Flute (Berserk, 3 Turns), Gatling Gun (+10 PA), Frost (Freeze, -3 Turns), Stone Breath (Pretrify, All), Screech (+10 MA, Confuse), Dragon Force (+10 MA and PA, Ally), Amplification (+10 MA and MD, 3 Turns), and Blundgeon (3 Basic Attacks in 1 Turn).<br/><br/>Silver: Tsunami (+15 MA, All), Confuse (All Enemies whose level multiple of 3, 3 Turns), Ultra Waves (+15 MA, All, Berserk All), Electrocute (+15 MA, All), Homing Laser (+15 MA, All), Raybomb (+15 PA, All), Twister (+15 MA, All), Earth Shake (+15 MA, All, Ground Enemies Only), Vanish (Dodge on Ally), Sandstorm (+15 MA, All, Blind All), Stare (Confuse, All), Hastebreak (inflicts Slow on Hasted Target, -3 Turns), Magic Hammer (Enemy MP -15), and Animating Wail (+1 extra turn).<br/><br/>Gold: Force Field (Null Dam, Allies, Random Element), Rippler (Transfer a Single Status Effect from 1 Ally to a Target), Quasar (+20 MA, All), Angel's Snack (Req: 4 Remedies, All Allies), Cry in the Night (+20 MA, All), Mortar (+20 MA, All), Eerie Soundwave (Dispels Positive Status Effects on Target), and Roar (All Positive Effects Removed on Field).<br/><br/>Platinum: Grand Delta (+30 MA, All), Beta (+30 MA, All, Ignores Reflect), Nova (+30 MA, All), Annihilator (+30 MA, All), and Heaven's Cataract (+30 MA, All, PD and MD reduced by 1/2).<br/><br/><strong>XP</strong><br/><br/>There are three ways to gain experience in Final Fantasy Alpha: 1) storyline battles, 2) word count during battles, and 3) assists ("during battles"). When characters enter a battle (and sometimes, the battle can be a series of fights going along the plot of the story), the GM will inform the players when XP has started. Once given this cue, players must record only their word count at the bottom of their posts. At the end of each battle, the GM will give the party their XP awards based on word count and enemies defeated. The GM also gives loot. Your job is to record the word count until the GM announces the end of the entire battle scenario. An entire scenario usually ends in either a mini boss or main boss being defeated.</span><br/><br/><div class="codeheader">Code: <a class="codeoperation" href="javascript:void(0);" onclick="return smfSelectText(this);">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">300 words = 1 XP<br/>500 words = 2 XP<br/>1,000 words = 3 XP</code></pre><br/><span class="bbc_font" style="font-family: georgia;">The XP stacks if you write over 1,000 words. Say for example, if you write 1,301 words. That will give you 4 XP. If you write well over 1,000 words by the end of a battle, then the GM will award you the XP for the total words written. A third method for acquiring XP is through an "assist." If your character wasn't actively fighting an enemy that another character was fighting, but offered a buff or some help at the beginning or end (before the enemy dies), then your character can get assist XP, which is half the cost of the felled enemy. If another player steals a kill from another character, then the kill thief gets only half the XP, while the character who had been fighting the enemy reaps the full benefit. Do not be afraid of this. Write which would naturally happen in-game. If that is your character's personality, then it is. Nobody likes when OOC personality affects the scenario in-game.</span>