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Melodies Of Eternity Moderators ([personal profile] eternitymods) wrote2018-09-10 05:45 pm

CUSTOM JOBS


INTRODUCTION

What are Custom Jobs?
Custom Jobs are built out of the characters's powers and abilities back in their homeworld. Using a Custom Job, they can recreate their powers and use them in Vaikuntha by fitting the Job format. Custom jobs must be based on the characters skills in canon. If their skills are very closely aligned with an existing job, we will ask you to use the existing version rather than creating a custom version. The learning process for a Custom Job is the same than for regular Jobs: EXP has to be spent for characters to be able to use their powers in Vaikuntha. Native OCs can develop Custom Jobs after regaining 3 memories of their past life.

Jobs do not need to focus on numbers, and are meant to guide RP battle threads rather than be a list of calculations. Any percentages we list in the standard Job List are to give you a basic idea of attack potency, and are not considered exact.

Jobs should be simple and easy to understand. If you can’t explain something simply, the mechanic you are proposing is likely too complex. Skill descriptions should be in line with the skill descriptions of the existing job classes in terms of length and complexity.

A Job that doesn't focus on a specific magic/skill (healing, AOE, single target, etc.) should not be more powerful than a regular Job focused on that area (Ex- White Mage is focused on healing and uses their supreme skill to raise a single character. A skill that can raise at a lower (non-supreme) skill level or raise multiple people will not be accepted).

Can my Custom Job have Modifier, Bonus and Supreme skills?
Yes. They work exactly the same way than they do for other Jobs. The Supreme Skill of a Custom Job is an improved version of the character's Melody. The requirements to learn it are the same than those for any Supreme Skill. Learning the Supreme Skill of a Custom Job locks you out from learning any other Supreme Skill and from using your character's Melody as a Melody: choose wisely whether it's worth the sacrifice.

Can I have multiple Custom Jobs?
Your character can have up to two Custom Jobs: one of their own making and one they've learnt from someone else. You cannot have two Custom Jobs or your own making or two Custom Jobs learnt from someone else.

BUILDING A CUSTOM JOB


JOB NAME

A description of what your job is like. It should give enough of an overview to understand what the job is all about pretty quickly.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Up to three weapon types
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Up two two clothes types
sᴛʀᴇɴɢᴛʜs: Listed here should be the strengths of this job, includes specifics about skills that do not fit in the skill box.
ᴡᴇᴀᴋɴᴇssᴇs: Listed here should be the weaknesses, they should equal the strengths.
physical power: X
magical power: X
attack potency: X
healing potency: X
physical defense: X
magical defense: X
speed: X
EXPSKILLDESCRIPTION
0000NameDescription
0050NameDescription
0100NameDescription
0200NameDescription
0350NameDescription
0500NameDescription
0750NameDescription
1000NameDescription
EXPJOB BONUSDESCRIPTION
0000NameDescription
EXPMODIFIER SKILLDESCRIPTION
0500NameDescription
EXPMELODYDESCRIPTION
3000NameDescription


Availability
Custom Jobs are available two weeks after a character started working on it. They have to work on it for the two weeks, two hours a day in the Curti Center with Ganeshan and the scientific team, since data for the Custom Job rely on the character. Data is extracted from them and poured into the Job Crystals, then they must run tests and simulations to see if the Job works correctly.

Statistics
You can use a grand total of 20 points to spread across your stats. You can have only 1 S-Rank and only 1 E-Rank. You can have only two stats with the same rank (maximum of two As, two Bs, etc).
S: 5
A: 4
B: 3
C: 2
D: 1
E: 0

Skills
Skills shouldn't be redundant (aka, an early skill shouldn't get replaced by a later skill). Likewise, you should start with the weakest skill and end with the most powerful skill. 1000 EXP skill can be used only once a hour as they are more powerful than the rest (eg: ultima). Skills can share the names and effects of pre-existing Job skills should it be part of the character's powers (eg: bandanna for Snake, Shadow Flare for Sephiroth).

Bonus Skill should be something non-battle related and somewhat minor compared to the rest, but that is specific to your character and was erased in Vaikuntha. Melody is the same Melody you submitted, but stronger and on Supreme Skill scale. This is optional.
Modifier Skill can be a weaker version of a regular skill / job effect or something different that's part of your character's toolset. It will be available only when using another job (eg, Zelda's triforce giving her skills a boost, Mario retaining his ability to jump high, Harry Potter being able to use a wand to cast his skills).

Form
Use the form below to submit you Custom Job in this post. We'll review and either accept, reject or ask for revisions within a 7-days delay. If the job is not properly revised after two attempts, it will be rejected. It is recommended you keep a copy of the Custom Job form in your journal, should you modify it for revision requests.


SHARING CUSTOM JOBS

Who can I share my Custom Job with?
You can share your Custom Job with any player character, outworlder or natives. However, they can only learn up to the skill you've learned (eg: if you're at the 750 EXP skill, they won't be able to learn any further until you get to the 1000 EXP skill). Any Custom Job owner can have only one Apprentice at a time. Once their apprentice has mastered the Custom Job (1000 EXP), they can take on another apprentice if they'd like.

Apprentices cannot learn the Melody / Supreme Skill of a Custom Job. Shared Custom Jobs use the EXP system. ICly however, it is expected for the Master to train the Apprentice and teach them how to use the Custom Job.

Form
Please reply in the appropriate thread below to become someone's apprentice. Both players and their characters must be okay with it.
singerofspells: A humpback whale underwater.  Image is cropped around the head. (Default)

Revisions

[personal profile] singerofspells 2019-05-16 01:58 am (UTC)(link)

Whale Wizard

Wizardry is power granted by the Powers that Be, the ability to use the Speech to make changes to the world. Different cultures and species come at wizardry differently -- whales gain the knowledge they need from listening to the Sea. Because wizards rely so heavily on speaking their desires and having the universe answer, they are averse to lying, even when speaking their native languages. Oaths they make can be binding, up to and including the oath they make on becoming a wizard, which has a number of forms, but runs along the lines of:

"In Life's name and for Life's sake, I assert that I will employ the Art which is its gift in Life’s service alone, rejecting all other usages. I will guard growth and ease pain. I will fight to preserve what grows and lives well in its own way; and I will change no object or creature unless its growth and life, or that of the system of which it is part, are threatened. To these ends, in the practice of my Art, I will put aside fear for courage, and death for life, when it is right to do so — till Universe’s end."

If a wizard knowingly breaks their oath, they will lose all ability to do wizardries, as well as even the memories of having done so. There is a reason that wizardry is uncommon.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Unarmed
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Cloth, though whales don't normally bother with much.
sᴛʀᴇɴᴛɢʜs: The Speech, even when filtered through S'reee's memory and the Asterisk, is designed to be able to describe anything there is. Spells are modular and can be altered as easily as one can speak or write (or otherwise communicate).
ᴡᴇᴀᴋɴᴇssᴇs: Large effects come down to complexity and energy. Spells intended to work on life often require a great deal of intimate knowledge about that life to work properly, and incorrect knowledge can alter the target. A wizard will check and double-check their own name in a spell, even if copied from memory, and will be extra cautious about casting a spell on an ally that does something they normally can’t do (healing is usually safe, but a teleport might require a ten minute question and answer session to get enough information to describe the person). The wizard's oath is binding; it allows for accidents, self-defense, and predation, but wizards cannot be reckless about their use of force if they want to keep their abilities.
physical power: D
magical power: A
attack potency: C
healing potency: B
physical defense: C
magical defense: S
speed: B
EXPSKILLDESCRIPTION
0000EnactureThe wizard gains use of the Speech, the language the universe is written in. She can speak to anything and get a response, and can ask for simple things that are not against an object's purpose (her front door may unlock for her, but a jail cell is unlikely to do so). Non-combat skill.
0050 Words of Light The wizard can create light in areas that lack it, or direct light away. Can be used in combat to give a single target the Blind condition.
0100 Words of Water The wizard can control water. Can be used as single-target water attack magic. Potency scales with experience. Outside of combat, this can allow the wizard to do things like trap water next to her skin for her comfort or let the wizard treat liquid water as solid.
0200Words of Air The wizard can control air. Can be used to grant a user the Protect status, or as a single-target air attack magic. Potency scales with experience. This can allow a wizard to bring air into the vacuum of space or below the sea, or to harden air to support their weight in mid-air or walk on air.
0350Words of Energy The wizard can keep the heat in (or out) of a defined area. Cann be used as area-effect fire or ice attack magic. Potency scales with experience (but is below single-target spells). Attack strength will scale with experience. Can permit travel to inhospitable places by protecting from heat or cold.
0500Words of HealingThis spell recovers HP and resolves any physical status conditions (for instance, lowered stats due to a bruised arm, or Blind due to damaged eyes). HP recovery scales with experience. The wizard will feel the pain of the wound, reducing her attack potency stat for three rounds.
0750Words of Space-timeNon-combat skill. The wizard may teleport herself and others to a location she has already been or that she knows the coordinates to (via another wizard telling her) as long as it hasn’t substantially changed its nature. Any distance larger than ‘to the nearest city’ or groups larger than four require more energy than a single wizard usually has.
1000Spell InventionThe asterisk can hold a spell equivalent to a 750-EXP ability of another Job that the wizard has crafted in advance and can change out of combat. At this stage, the wizard's vocabulary has grown large enough that spells can be developed as needed.
EXPJOB BONUSDESCRIPTION
0000Sea’s WhispersWhale-wizards connect to the rest of wizardry via the Sea. This includes functions such as those provided by an iMog Slate. This skill allows the bearer to wirelessly connect to their slate as long as their head is dunked in open water. This also can provide common knowledge of the world, of the sort one could find on an internet search.
EXPMODIFIER SKILLDESCRIPTION
0500Blood BondWizards can change forms, but the art is difficult without a connection. S'reee's history connects her to humanity, so this skill allows the user to change from human to whale. The human form will have the active Job's default clothing, and any armor and weapon equipped if the user has them; in whale form, the equipment is stowed in inventory.
EXPMELODYDESCRIPTION
3000Song of the TwelveThis is the echo of the full ritual, which seals away the personification of Death and Entropy for some time. This memory of the Song will cause Petrification in all enemies. Bosses may be resistant..
Edited 2019-05-16 02:09 (UTC)
singerofspells: A humpback whale underwater.  Image is cropped around the head. (Default)

Whale-Wizard: Revised

[personal profile] singerofspells 2019-05-29 01:33 am (UTC)(link)

Whale Wizard

Wizardry is power granted by the Powers that Be, the ability to use the Speech to make changes to the world. Different cultures and species come at wizardry differently -- whales gain the knowledge they need from listening to the Sea. Because wizards rely so heavily on speaking their desires and having the universe answer, they are averse to lying, even when speaking their native languages. Oaths they make can be binding, up to and including the oath they make on becoming a wizard, which has a number of forms, but runs along the lines of:

"In Life's name and for Life's sake, I assert that I will employ the Art which is its gift in Life’s service alone, rejecting all other usages. I will guard growth and ease pain. I will fight to preserve what grows and lives well in its own way; and I will change no object or creature unless its growth and life, or that of the system of which it is part, are threatened. To these ends, in the practice of my Art, I will put aside fear for courage, and death for life, when it is right to do so — till Universe’s end."

If a wizard knowingly breaks their oath, they will lose all ability to do wizardries, as well as even the memories of having done so. There is a reason that wizardry is uncommon.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Unarmed
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Cloth, though whales don't normally bother with much.
sᴛʀᴇɴᴛɢʜs: Wizards are versatile magic users, even filtered through the asterisk, and have abilities for defense, healing travel and gaining knowledge.
ᴡᴇᴀᴋɴᴇssᴇs: Spells intended to work on life often require a great deal of intimate knowledge about that life to work properly, and incorrect knowledge can alter the target. The wizard's oath is binding; it allows for accidents, self-defense, and predation, but wizards cannot be reckless about their use of force if they want to keep their abilities. Wizards tend to prioritize defense (or at least, S’reee did when putting together this job) over offense.
physical power: C
magical power: S
attack potency: C
healing potency: B
physical defense: B
magical defense: A
speed: D
EXPSKILLDESCRIPTION
0000 Gravity Manipulation Passive Skill. Allows the wizard to levitate a few feet over the ground.
0050 Light Manipulation The wizard can create light. Can be used in combat to give a single target the Blind condition.
0100 Ram Medium unarmed physical attack, as the wizard slams into her opponent.
0200Air PocketThe wizard can keep a pocket of air (or other gas) around her and her allies. A non-combat skill used for breathing in hostile environments. Allows elemental spells to behave as normal in air.
0350The Name of WaterPower to control the water element and focus it into single-target attacks. Potency grows with experience.
0500HealingThis spell recovers HP. HP recovery scales with experience. The wizard will feel the pain of the wound, reducing her attack potency stat for three rounds.
0750 Hardened Air The wizard hardens the air around her to form a shield against physical blows. Can be used to grant the target the Protect status.
1000 Full Enacture The wizard gains use of the Speech, the language the universe is written in. This can act as a universal translator, though rare or extinct languages (such as the language of the Eidolons) may be difficult or impossible to understand.
EXPJOB BONUSDESCRIPTION
0000Sea’s WhispersWhale-wizards connect to the rest of wizardry via the Sea. This includes functions such as those provided by an iMog Slate. This skill allows the bearer to wirelessly connect to their slate as long as their head is dunked in open water. This also can provide common knowledge of the world, of the sort one could find on an internet search.
EXPMODIFIER SKILLDESCRIPTION
0500Blood BondWizards can change forms, but the art is difficult without a connection. S'reee's history connects her to humanity, so this skill allows the user to change from human to whale. The human form will have the active Job's default clothing, and any armor and weapon equipped if the user has them; in whale form, the equipment is stowed in inventory.
EXPMELODYDESCRIPTION
3000Song of the TwelveThis is the echo of the full ritual, which seals away the personification of Death and Entropy for some time. This memory of the Song will cause Petrification in all enemies. Bosses may be resistant.
singerofspells: A humpback whale underwater.  Image is cropped around the head. (Default)

Re: APPROVED

[personal profile] singerofspells 2019-06-07 01:45 am (UTC)(link)
Can I start putting EXP in it on the 8th? (I am really behind on EXP bookkeeping)