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Post by Alec on Jan 21, 2006 13:46:27 GMT -5
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Post by Alec on Jan 21, 2006 16:09:45 GMT -5
Blonde[/u]
Everyone has come across a Blonde. Both lucky and unlucky, this ditzy stereotype is completely oblivious to everything. These people are the kind that spell “dumb” without the “b.” They may even mistake the “d” for a “b,” making a totally different word altogether. Most scholars have come to deduce that the one who claimed the earth is flat was actually, in fact, a Blonde. Such ideas are still believed today by Blondes worldwide. And to think, Hitler wanted to fill the world with these people...
Special Abilities:
[Like, Let’s Go Shopping!] Blondes have a vast need for shopping. Therefor, they need plenty of funds. Money gained from a quest is doubled due to this ability. {Automatic}
[... What?] It often takes a few moments for something to process through a Blonde’s brain. This “unfortunate” handicap often comes in handy on the battlefield. With this skill, Blondes can “evade” a previously dealt offensive or ailment-causing spell (though, they don’t even move, except perhaps for a finger to their chin and a tilt of the head). Can only be used two times per battle/quest. {Sp: 25}
[OOH, A Penny!] Blondes are often fascinated by small things, pennies being one of many objects. So, when the Blonde happens to find a penny on the ground, they can’t help but squeal and bend over to pick it up. This lucky find does more then add a cent to their bank account (that is, if they don’t lose it or drop it in fascination of something else), but it grants them the “ability” to dodge a previous physical attack. Can only be used two times per battle/quest. {Sp: 25}
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Post by Alec on Jan 21, 2006 16:10:00 GMT -5
Emo[/u]
Usually depressed, Emos are the suicidals of the community. Emos are more in touch with their feelings than most others, and don’t mind letting everyone else know. Thus, their depression often rubs off on others.
Special Abilities:
[Deeper Than Sadness] An Emo can greatly depress himself, making the enemies depressed as well. This might also depress party members, so use with care. [Enemy and Ally Effect: slow, physical attack and accuracy down, magical attack and accuracy down; Effect On Self: slow, magical attack and accuracy down] {Sp: 15}
[Self-Infliction] Slicing his wrist to release steam, the Emo takes a small amount of damage to become invincible for 2 turns. {Hp: 20% of remaining}
[The End of Me] When an ally dies, an Emo can get pretty depressed. Sometimes the depression is so great that it will drive the Emo to commit suicide. This kills the Emo, but revives the dead ally to full health. Skill can only be used once per quest. {Hp: All}
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Post by Alec on Jan 21, 2006 16:10:47 GMT -5
Empath[/u]
Empaths are very spiritual and sympathetic people, in more ways than one. They are the psychologists and psychics of the subclasses, inching their way into the minds of others while protecting their own. If you’re afraid of people who can read minds, you should stay away. Far away.
Special Abilities:
[Mind Guard] This allows the Empath to resist anyone who is trying to get into their mind. This raises the amount of turns it takes for hypnotization to 7. {Automatic}
[Out-of-Body Experience] The Empath falls unconscious, leaving themselves vulnerable. His spirit leaves his body and travels to that of an enemy. They enter their opponent's mind and start to talk to it, possibly making the enemy either confused or flee out of fright (effect is up to the GM). The Empath then returns to his or her body the next turn. {Sp: 15}
[Protective Wall] The Empath casts a spell, creating a colored wall in front of his allies (the color generally varies for each individual). Anyone behind the shield is protected, but the sides, top, and back are still vulnerable. As long as the Supra-Celestial holds the shield up, he or she cannot do anything else; it takes complete concentration. If the player is hit or distracted, the shield goes down. If the player lowers the shield to put it up somewhere else or move it, it cannot be done for a whole turn. The shield works only as well as it is utilized. {Sp: 30 every turn the shield is up}
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Post by Alec on Aug 8, 2006 18:34:16 GMT -5
Gangster[/u]
Yo! What up, homie G? We’re ballin’! Yes, the Gangsters are the grammatically-challenged playas of Dark Rebellion. They shoot people by day and pimp girls by night. Or maybe they just sell drugs. It’s all up to the shiznit that the Gangster feels straight-up with.
Special Abilities:
[Shoot Dat Hoe] Allows the Gangster to substitute their class weapon with a gun if they wish. By the way, it only shoots if you hold it sideways. (Only put this skill in your profile if you wish to have a gun. Stats aren’t changed, only the form of the weapon and a possible switch of short-range to long-range) {Automatic}
[Look At My Grill, Yo] The Gangster shows off his grill to the enemies, blinding them and making them vulnerable to attack for three turns (magical and physical defense down). It also makes them unable to take action for the first two turns. {Sp: 15}
[Shank!] The Gangster whips out a knife and shanks an enemy, chopping their current amount of health in half and giving them the ailment bleed. Can only be used once on a single enemy, and can only be used total: once for levels 1-5, twice for levels 6-10, and three times for levels 11+. {Sp: 45}
[Wait Up, Bro! Yo G's Pants Are Trippin'!] Since Gangsters wear their pants loose (showing those boxer-beauties), they tend to have some handicaps. This ability halves the Gangster's speed, but doubles Sp gain. Effect is active for the rest of the battle once executed. Note: If the speed-down stat is recovered or nulled, the Sp effect is also lost. {Sp: 0}
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Post by Alec on Oct 27, 2006 20:48:23 GMT -5
Goth[/u]
Not quite as emotional as Emos, Goths tend to become offended by the relation. There is a distinct separation. Where an Emo would be depressed, a Goth would be a little more eccentric, perhaps joyful to an extent. ...
Special Abilities:
[Black Mastery] All dark element attacks do twice their usual damage. {Automatic}
[Dark Concealment] This gives the Goth the ability to stay hidden or camouflaged from others when it is dark in an area, if they wish. This makes them both undetectable and un-attackable until the area is lighted. {Sp: 15}
[Deadly Ceremony] The Goth summons demons by an ancient ritual, sending them at an enemy. They do major damage, with a possibility of instant-death. {Sp: 50}
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Post by Alec on Jan 29, 2007 14:32:57 GMT -5
Psychopath[/u]
Ah, the endless joys of killing! You’ve heard of Freddy, Jason, and all those other guys; insane serial killers who belong in the loony bin. That’s exactly what Psychopaths are (or pretty much). The chase, the capture, the torment, and finally, the kill. Psychopaths know all about it.
Special Abilities:
[Delusion] Psychopaths often think there's a sort of justice in what they do; perhaps there is, perhaps there isn't. Regardless, the way they go about things obviously shows they're off their rocker. As credit to them, though, their disregard for the norm lends them a heightened ability to deal critical hits. {Automatic}
[The Hunt] Psychopaths are skilled in the art of capturing people and breaking them down. This ensures that all status ailments always work on the enemy. This can be used twice per battle and in conjunction with the ailment-causing skill. {Sp: 15}
[Murder] Psychopaths surpass all others (at least, most) in the ability to kill. This prowess gives them the power to double the damage they deal for three turns. {Sp: 40}
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Post by Alec on Feb 4, 2007 3:32:51 GMT -5
Religious Nut {In Construction}[/u]
"CHRIST COMPELS YOU!" "Oh dear god, it's a Religious Nut! RUN FOR YOUR SANITY!" Religious Nuts are a bit fanatical and eccentric with their beliefs. Whether they believe in Jesus, Buddah, or the Flying Spaghetti Monster, they take their religion to extreme lengths.
Special Abilities:
[Divine Protection] There are some benefits to being fanatically in love with your god(s). This gives a 25% boost to physical and magical defense. {Automatic}
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Post by Alec on Feb 18, 2007 0:48:17 GMT -5
Skater[/u]
You've got the punks, the posers, and the regulars. But whichever they are, they all have one thing in common: they skate. You'll rarely find one of these guys without their handy-dandy skateboard, which they seem to take everywhere. Not only that, but some fall on their head a few too many times, giving them intelligence that rivals that of a Blonde.
Special Abilities:
[Beat-Down Desensitization] Skaters get their fair share of bumps and bruises, so they have a natural resistance against attacks. This reduces all damage to the Skater by 10%. {Automatic}
[Zoom-Zoom, Woosh] Skaters, obviously, have the ability to ride a skateboard skillfully. While this is in effect, agility is doubled for as long as the Skater is riding. A critical hit, though, will knock them off their board. {Sp: 15}
[Adrenaline Rush] Boosts all stats by 1/4 for three turns. {Sp: 40}
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Post by Alec on Feb 12, 2010 19:15:20 GMT -5
Temptress/Casanova[/u]
Temptresses, more commonly known as bodacious babes, use their sexy wiles to seduce their opponents. Eye-blindingly red lipstick, loads of miscellaneous makeup, shiny locks of hair(that seem to sway through the wind in slow motion, I might add), enormous butts barely concealed by a skin-tight miniskirt, high-heeled shoes... They’ve got it all. Not many pass these babes by without a second look. Or a third. Mainly populated by women, with the occasional exceptions of cross-dressing guys and transvestites, they dominate the world of men.
There is also the Casanova, the male, non-transexual version of the Temptress. You'll often find Casanovas in those spanish and french romance films, along with those vampiric movies and novels, tempting the ladies with their boquets of roses, suave dispositions, and foreign languages. Casanovas never go anywhere without their hair gelled, shirt buttoned up, and of course, their sexily tight pants.
Special note: When "male/female-types" is referenced below, it means the enemies sexuality. If an enemy is male but gay, they are not likely to fall for a female's charms.
Temptress Version Special Abilities:
[Hair Spray] A Temptress always has her hair in order for maximum bounce-ability. Raises resistance to magic and ailments. {Automatic}
[Bodacious Slow Dance] The Temptress dances as if the field were a strip club, having a chance to leave enemy monsters and male-types drooling. They are immobilized for a single turn, with their physical and magical defense down. {Sp: 25}
[Sexy Wink] Performing a cliché wink, the Temptress seduces and charms half the monster and male-type enemies without fail. {Sp: 50}
Casanova Version Special Abilities:
[Smooth Graces] The Casanova is always suave and handsome, and very few can break him of his meticulous charm. This raises resistance to magic and ailments. {Automatic}
[Romantic Slow Dance] The Casanova dances as if he were in a romantic movie beneath a bedroom window, potentially leaving monsters and female-types drooling. They are immobilized, and their physical and magical defense are down. {Sp: 25}
[Sexy Wink] Performing a cliché wink, the Casanova seduces and charms half the monster and female-type enemies without fail. {Sp: 50}
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