Post by Fujin on Feb 25, 2011 7:42:58 GMT -5
Okay, since it seems like nobody is ever on at the same time, I figure we might as well have a dedicated topic to discuss our ideas for improvements and such when we -do- restart FFI. For my part, I'll be working on restructuring a lot of the mechanical aspects of things, such as a new revision of the job system, how job skills can be applied during RP, and how those skills are earned.
And on that note, here is a preliminary draft of the new set of jobs and their skills. The first thing you'll want to know is that these jobs were constructed with the idea of a two-tier class system in mind, as opposed to the traditional three-tier system we've been using. First is the basic form of the job (Knight, WM, BM, etc), after which you can choose one of two more specialized versions. This allows people to leave a given class earlier to try new things, and even offer a bit more diversity amongst those who have finished one or more classes.
"But what if I want to try the other specialization" you ask? You can, but each ability in the other second-tier job will cost you double the AP and can only be selected once you're finished with your current job. This represents the extra study and effort required to re-learn and train yourself to think of the class in a new way.
"How will we gain AP?" Like this:
3 AP per active week
1 AP per In-Character post
1-5 AP for playing in-character when it would be easier not to
1-5 AP for a clever idea or use of powers
5 AP for particularly daring or heroic acts
10 AP for putting oneself in extreme danger to save others
1-5 AP for using good teamwork
1 AP for winning a minor battle (lower level than character)
2 AP for winning an average battle (equal to character)
4 AP for winning a major battle (higher level or group of equal enemies)
6-10 AP for winning an epic battle (severely outmatched, extra AP likely)
Your moderator will grant you AP based on these guidelines. You do not get to argue about the amount of AP you're given, but if for some reason you think your moderator has it out for you, another mod can review the situation and their decision is final. All of the conditions above are cumulative, so if you spend four posts winning an average battle over the course of a week and make clever use of your powers or environment, that's worth a total of 10-15 AP.
Please note that "extreme danger" does not merely imply risking your life - it means you most likely will not survive. If anything less than a Natural Twenty will save your skin, it probably goes under "particularly daring or heroic acts." Also, there are no points for hot-dogging, bravado, or being stupid. Taking on an enemy that you have no chance against when there is an alternative will not get you extra AP.
"What do the asterisks next to certain abilities mean?" They indicate abilities that can only be activated while in critical condition. For the sake of balance (especially in the case of the Berserker) only one of these abilities can be active at a time.
"What about Limit Breaks and other signature abilities?" This is kind of tricky territory: we don't want to neuter peoples' characters, but some of those abilities would be borderline (or in some cases, outright) god moding. What I will say is that characters whose signature abilities are represented somewhere in the job tree will usually get those abilities for free when they start. For instance, Celes may start with Runic for free, while Kuja is going to have to wait and earn Ultima. You'll still have to spend the full amount of AP to master the job they come from, but you'll have access to those abilities regardless of whether or not you've so much as thought about taking the job they're associated with.
"So I can be any class I want?" Within the guidelines set, yes. If you're playing Princess Garnet, you don't -have- to start as a White Mage. Start as a Thief or Knight and work that into your role playing.
"Do I -have- to choose a job?" Huh? Uh, well, I guess not. You'll still be given AP, but I suppose that if you don't want to take up a job class you don't have to. I will recommend that if you do end up accumulating a lot of AP and suddenly decide to spend it that you find a way to RP the acquisition of all these powers, but I suppose you don't have to.
"Why are most of the super powerful mixes missing from Alchemist?" Because first of all, Alchemist is plenty powerful without them. Second, those super-powered mixes are reserved for characters who originally have the ability to mix items (namely Rikku, but possibly other Al Bhed).
"Can Steal Heart be used on people of the same gender if they're non-hetero?" I suppose, but you'd need to have some indication of that ahead of time. Using Steal Heart on the wrong target could have negative consequences. Depending on the disposition of the target, a failed Steal Heart could cause them to attack you or even cause Confusion and Berserk!
"What do I do if my character is non-hetero?" Steal Heart requires that the target is attracted to -your- gender - whether you're attracted to theirs or not is your own problem. You can consider that a role-playing opportunity.
"What are Mastery skills?" Mastery skills are additional abilities that characters can spend points on any time after they've mastered the appropriate job. They're not required, and their AP costs make it a bad idea for characters to buy them directly after they're available. However, once they're acquired, they greatly enhance the character's abilities.
"Holy crap, White Wizard takes a ton of AP!" That's not a question. But yes, it does, because it is very powerful. Its spell list is more "concrete" than White Priest's, and many of its spells are AoE, while those that aren't have very potent effects. Basically, a White Wizard is a much more effective force multiplier than a White Priest.
"So why would I choose White Priest?" Well, their MP, TP, and AP costs are all much lower than the White Wizard's, first of all. Second, they have the ability to nullify most types of elemental damage. Third, they're utterly unpredictable in combat thanks to their Magic and Skill Lore abilities. Fourth, they're much more effective against Undead than a White Wizard. Finally, in desperate times they have the one trump card no other class does - the ability to invoke Acts of God.
"What are Ruin and Dia?" Ruin and Dia are very basic offensive black and white magic spells. Since casters tend to have low attack power, they've been given these "free" spells as a reasonable default offensive option. They have no spell power modifier, and rely entirely on the caster's Mag for damage output.
"Can I just close my eyes and use Sight Unseeing?" Sure, but not in the same turn. If you want to use Sight Unseeing this way, you'll have to spend one turn focusing and attack on your next turn. The downsides of this should be obvious. However, if you're blinded by some other circumstance (magic, sand in the face, or total darkness) you can use Sight Unseeing on your very next turn.
"Can Magic Sword make a Healing Shiv?" *sigh* I'm going to regret this, but... yes. Yes it can.
"When will you add more questions to this part?" When you ask them <_<
Now, the jobs!
BLACK MAGE TREE
Black Mage
Basic Skill: Ruin - Minor non-elemental spell
MP: 0
TP: 0
Limit: -
AP: 0
Fire - Minor fire spell
MP: 6
TP: 0
Limit: 10
AP: 5
Fira - Advanced fire spell, AoE
MP: 15
TP: 5
Limit: 6
AP: 10
Firaga - Major fire spell
MP: 35
TP: 0
Limit: 4
AP: 20
Flare - Extreme fire spell
MP: 60
TP: 0
Limit: 2
AP: 30
Thunder - Minor thunder spell
MP: 6
TP: 0
Limit: 10
AP: 5
Thundara - Advanced thunder spell, AoE
MP: 15
TP: 5
Limit: 6
AP: 10
Thundaga - Major thunder spell
MP: 35
TP: 0
Limit: 4
AP: 20
Shock - Extreme thunder spell
MP: 60
TP: 0
Limit: 2
AP: 30
Blizzard - Minor ice spell
MP: 6
TP: 0
Limit: 10
AP: 5
Blizzara - Advanced ice spell, AoE
MP: 15
TP: 5
Limit: 6
AP: 10
Blizzaga - Major ice spell
MP: 35
TP: 0
Limit: 4
AP: 20
Frost - Extreme ice spell
MP: 60
TP: 0
Limit: 2
AP: 30
Sorcerer
Runic - User acts as a magical "lightning rod" for the next spell cast and absorbs it. The spell can then either be converted into MP or released by one of the following abilities. Must be set up in advance.
MP: 0
TP: 7
Limit: -
AP: 10
Magic Sword - Temporarily enchant weapon with last spell absorbed by Runic
MP: 1/2 Spell MP
TP: 12
Limit: -
AP: 15
Unleash - Cast last spell absorbed by Runic
MP: 1/2 Spell MP
TP: 10
Limit: -
AP: 15
Osmose - Drain magic energy from one enemy
MP: 2
TP: 0
Limit: 3
AP: 20
Bleed - Causes HP to decrease quickly
MP: 24
TP: 0
Limit: 2
AP: 30
Manaspark - Restore 15% of MP if successful, lose all MP otherwise
MP: 0
TP: 20
Limit: 5
AP: 15
Infuse - Sacrifice all remaining MP to heal an ally for double the amount
MP: All
TP: 21
Limit: -
AP: 15
Expose - Add elemental weakness to one enemy
MP: 14
TP: 28
Limit: -
AP: 20
Piercing Magic* - Caster's spells are unaffected by Reflect
MP: 0
TP: 0
Limit: 1
AP: 30
Manafont* - Critical condition causes magic power to spike, but next action KOs user.
MP: 0
TP: 0
Limit: 1
AP: 30
Ultima - Massive non-elemental damage over wide area
MP: 99
TP: 30
Limit: 1
AP: 50
Doublecast (Final) - User may cast two spells at once
MP: 0
TP: 34
Limit: -
AP: 60
Black Magus (Mastery) - +1 to casting limit for all Black Magic spells
AP: 200
Geomancer
Stone - Minor Earth spell
MP: 12
TP: 0
Limit: 8
AP: 10
Quake - Major Earth spell, AoE
MP: 26
TP: 10
Limit: 4
AP: 25
Aero - Minor Wind spell
MP: 12
TP: 0
Limit: 8
AP: 10
Tornado - Major Wind spell, AoE
MP: 26
TP: 10
Limit: 4
AP: 25
Water - Minor Water spell
MP: 12
TP: 0
Limit: 8
AP: 10
Torrent - Major Water spell, AoE
MP: 26
TP: 10
Limit: 4
AP: 25
Merton - Extreme Fire damage to all, enemies and allies alike
MP: 70
TP: 0
Limit: 1
AP: 40
Arc - Extreme Thunder damage to all, enemies and allies alike
MP: 70
TP: 0
Limit: 1
AP: 40
Zero - Extreme Ice damage to all, enemies and allies alike
MP: 70
TP: 0
Limit: 1
AP: 40
Elemental Protection - Bonus defense against elemental attacks
MP: 10
TP: 10
Limit: -
AP: 20
Elemental Essence - Bonus damage with elemental attacks
MP: 10
TP: 10
Limit: -
AP: 20
Terrain (Final) - Call on the Earth's power
MP: 0
TP: 0
Limit: -
AP: 35
Elemental Fusion (Mastery) - Character becomes immune to their own Merton, Arc, and Zero spells. Inflicted elemental weakness will disrupt immunity. Allies still take normal damage.
AP: 150
WHITE MAGE TREE
White Mage
Basic Skill: Dia - Minor non-elemental spell
MP: 0
TP: 0
Limit: -
AP: 0
Cure - Heal minor injuries
MP: 8
TP: 0
Limit: 10
AP: 5
Cura - Heal moderate injuries
MP: 20
TP: 0
Limit: 4
AP: 15
Curaga - Heal severe injuries
MP: 36
TP: 0
Limit: 3
AP: 30
Raise - Revives an ally with limited health
MP: 28
TP: 12
Limit: 2
AP: 30
Regen - Restores health over time
MP: 20
TP: 9
Limit: 5
AP: 20
Protect - Protects target from physical attacks
MP: 14
TP: 0
Limit: 6
AP: 25
Shell - Protects target from magical attacks
MP: 14
TP: 0
Limit: 6
AP: 25
Poisona - Cures Poison and Toxic
MP: 4
TP: 0
Limit: 8
AP: 10
Vox - Cures Silence
MP: 5
TP: 0
Limit: 8
AP: 15
Blindna - Cures Blindness
MP: 4
TP: 0
Limit: 8
AP: 10
Stona - Cures Petrification
MP: 8
TP: 0
Limit: 4
AP: 15
Holy (Final) - Sacred magic deals massive damage to single target
MP: 60
TP: 20
Limit: 2
AP: 50
White Priest
Earth Seal - Protection from fire and earth
MP: 18
TP: 5
Limit: 4
AP: 20
Heaven Seal - Protection from wind and lightning
MP: 18
TP: 5
Limit: 4
AP: 20
Ocean Seal - Protection from ice and water
MP: 18
TP: 5
Limit: 4
AP: 20
Magic Lore - Casts random spell on random target
MP: 20
TP: 20
Limit: -
AP: 30
Skill Lore - Uses random non-magic ability on random target
MP: 20
TP: 20
Limit: -
AP: 30
Holy Lore - Dia magic deals Holy damage to undead, Holy spell becomes AoE
MP: -
TP: -
Limit: -
AP: 50
Dispel - Negates positive status effects on target
MP: 12
TP: 10
Limit: 5
AP: 20
Pray - May initiate Acts of God
MP: 0
TP: 0
Limit: -
AP: 5
Scan - User gains insight into target's strengths, weaknesses, etc
MP: 2
TP: 10
Limit: -
AP: 10
Bravery - Boosts target's attack power and resistance to Charm, Petrification, and Sleep
MP: 15
TP: 0
Limit: 4
AP: 30
Faith - Boosts target's magic and resistance to Confusion, Silence, and Doom/Death
MP: 15
TP: 0
Limit: 4
AP: 30
Miracle (Mastery) - When the character is struck for lethal damage, damage is reduced by half.
AP: 200
White Wizard
Curaja - Heal moderate injuries to all allies in range
MP: 42
TP: 15
Limit: 4
AP: 35
Renew - Restore ally from the brink of death
MP: 40
TP: 0
Limit: 2
AP: 40
Araise - Revives an ally with full health
MP: 50
TP: 15
Limit: 1
AP: 65
Reflect - Enemy spells reflected off of target
MP: 26
TP: 5
Limit: 3
AP: 30
Esuna - Cures all negative status
MP: 20
TP: 8
Limit: 4
AP: 40
Slow - Target speed reduced by half
MP: 16
TP: 0
Limit: 3
AP: 20
Haste - Target speed boosted by half
MP: 20
TP: 0
Limit: 3
AP: 25
Protectra - Protect effect over a wide area
MP: 36
TP: 10
Limit: 2
AP: 40
Shellra - Shell effect over a wide area
MP: 36
TP: 10
Limit: 2
AP: 40
Aura - Target becomes capable of great feats
MP: 40
TP: 25
Limit: 3
AP: 50
Shield - Physical and magic damage reduced by 95% for one turn
MP: 65
TP: 30
Limit: 1
AP: 60
Ribbon Light (Final) - Target becomes immune to all negative status effects
MP: 30
TP: 30
Limit: 1
AP: 60
White Magus (Mastery) - All white magic casting limits are increased by 1.
AP: 250
THIEF TREE
Thief
Lockpicking - User may pick mechanical locks
Pickpocket - User may steal item of choice from unaware target
Steal - User may attempt to steal random item from target
Mug - Attack and steal
Disarm - Attempt to steal target's weapon (or shield)
Steal Watch - Attempt to steal target accessory
Steal Heart - Charm target of opposite gender
Steal Soul - Inflict Zombie on target
Appraise - User can identify target's equipment and related information
Stillness - User goes unnoticed by enemies until all other allies are gone, but cannot act.
Caution - Cannot be surprise attacked or pickpocketed
Lockdown - Cannot be stolen from
Ninja
Mirage - Blink effect on self
Throw - Throw stuff.
Vanish - Vanish effect on self
Catch - May catch thrown objects and projectiles (not bullets)
Two Swords - User can equip two one-handed weapons
Demi - Reduces target health by 25%
Gravija - Reduces target health by 75%
Smoke Veil - User may flee battle instantly
Spirit Sword - Weapon attacks deal magic damage (blocked by Shell)
Pierce - Attack that passes through barriers
Pin - Does no damage, but target cannot escape from battle
Hamedo - Attack before being struck with a melee attack.
Assassin
Confusion - Target loses the ability to tell friend from foe
Curse - Target cannot use any unique abilities or make critical attacks
Paralyzing Palm - Briefly inflicts Stop
Wither - Target cannot heal for rest of battle (cannot be cured by Esuna)
Silence - Target loses the ability to cast magic
Blind - Target accuracy drops dramatically
Stoneseal - Target will turn to stone soon
Evade and Counter - As advertised
Reverse - Healing and damaging effects are reversed
Sight Unseeing - Powerful attack only usable while blind
Telekinesis - Once per battle user is able to attack from range with a melee weapon
Seven Swords - Attack multiple times in one turn (for some reason, only six attacks are used)
TECHNOLOGY TREE
Gunner
Trigger Happy – Multiple ranged hits in a short amount of time. Low accuracy.
Charge – Makes attack dealt by user more powerful. Stacks up to five times.
Scattershot – User deals damage to all targets.
Cheap Shot – User deals double damage to enemies with protect.
Table Turner – User deals more damage the higher the target’s defense.
Aim – Target cannot evade attack next attack by user.
Flash – Blind target with a flash created by user’s weapon.
Called Shot – Target limb cannot be moved for the rest of battle unless target is healed.
Last Stand* - Raises attack power and accuracy when in critical condition.
Return Fire - Evades one projectile and counterattacks if possible.
Oust – Blows away lesser monsters in one attack.
Ultima Shot – Does three times more damage than regular attacks.
Engineer
Steam Punk - User understands and can repair basic conventional machines
Gearhead - User understands and can build or repair most conventional machines
Mist Punk - User understands and can repair basic magical machines
Magiteknitian - User understands and can build or repair most magical machines
Salvage - User is able to restore HP to machines in combat
Analyze - User may identify a machine or construct's purpose and capabilities
Dismantle - User is able to strip key parts from machines to disable random functions. Must use Analyze first.
Programming - User is able to operate unfamiliar computers at a basic level
Hacking - User can open electronic locks and control unintelligent robots
Cosmic Engineering - User understands and is scared shitless by divine technology
Hybridian - User may operate technology forged by the realms merging
Research - User may operate ancient or lost technology
Chemist
Lv. 1 Mixes
Concoction 1: Mega-Potion, Nul-All, Mighty Wall
Ignition 1: Heat Blaster, Thunderbolt, Waterfall, Snowflurry
Formula 1: Hero Drink, Blaster Mine, Frag Grenade
Lv. 2 Mixes
Concoction 2: Panacea, Mega Phoenix, Mega Nul-All
Ignition 2: Fire Storm, Rolling Thunder, Flash Flood, Icefall
Formula 2: Mighty Guard, Calamity Bomb, Elixer
Lv. 3 Mixes
Concoction 3: Ultra cure, Final Phoenix, Megalixer
Ignition 3: Burning Soul, Lightning Bolt, Tidal Wave, Winter Storm
Formula 3: Freedom, Super Mighty Guard, Tallboy, Nega Burst
Lv. 4 Mixes
Concoction 4: Superlixer, Hyper Nul
Ignition 4: Brimstone, Electroshock, Aqua Toxin, Black Ice
Formula 4: Chaos Grenade, Black Hole
KNIGHT TREE
Knight
Armor Break – Destroys armor equipped on target's torso. Also destroys natural armor.
Shield Break – Destroys target's shield. Also dispels Protect and Shell.
Weapon Break – Destroy target's weapon. No effect on hand to hand attackers.
Magic Break – Diminishes target’s magic attack.
Power Break – Diminishes target’s attack power.
Mind Break – Diminishes target’s magic defense.
Cover - Protects allies by taking hits for them. Does not protect against area attacks.
Deathblow – Either causes double attack damage or misses entirely.
Weapon Guard - Block one attack per turn. Cannot block fists or projectiles.
Minus Strike – Deals more damage to one target the more harmed the user is.
Provoke – Causes target to focus attacks on user.
Double Cut – Physically attack with a weapon twice in one turn.
Mediator
Invitation – Turns a target into an ally. Must have OOC approval before using on a player.
Persuade – Target may not attack in their next post.
Threaten – Target may not act in their next turn. May fail. Must know Persuade.
Praise – Raises target’s Attack Power. Stacks with itself.
Preach – Raises target’s magic attack. Stacks with itself.
Solution – Negates attack and magic bonuses on target.
Poppycock – Cures doom and slow petrification.
Negotiate – Everyone in battle may select an ability that cannot be used for the remainder.
Insult – Target may only use attack abilities in their next post.
Guile - User creates the illusion of performing the Final Ability of any class in order to intimidate the enemy. Doesn't work on characters under Resolve effect.
Resolve - User briefly becomes much more resistant to the speech abilities of others.
Manipulate – Target may be directly controlled by user. Must have OOC approval before using on a player.
Dark Knight
Darkside - Drain HP to attack all targets for x3 damage.
Charon - Attack one target for x10 damage at the cost of all HP
Drain - Steal life energy from one target
Bio - Deal damage and inflict Poison on one target
Toxic - Deal damage and inflict Poison on all targets
Dark - Minor Dark damage
Darkra - Major Dark damage
Darkga - Massive Dark damage
Doom - Target will die shortly
Renegade - Deal (and take) double damage
Balance - Deal the difference in HP between self and opponent
Doom's Day - Massive Dark damage on all targets. May cause Curse and/or Death.
MARTIAL ARTS TREE
Monk
Tornado Kick – Attacks surrounding targets with a spinning attack.
Repeating Fist – Physically attack with a fist twice in one post.
Wave Fist – Attack physically from afar by focusing chi.
Blitz – Strikes many times, each strike dealing low damage.
Pressure Point – Target limb is locked in position for the rest of battle.
Earth Slash – Splits a fissure in the ground toward the target. Earth elemental.
Secret Fist – May instantly KO target with a strike. Poor accuracy.
Cleanse – Recovers target from poison status effect and raises their magic defense.
Chakra – Restores a bit of health and magic to self.
Martyr – Target recovers from KO with full health. KOs user until battle ends.
Spirit Fist – User may deal non-elemental magic damage with fists.
Karmic Defense - 50% of damage taken is inflicted on the attacker for three posts
Artist
Drawing
Sketch – Creates an image of the target to fight for the artist.
Still-life – Casts stop on target.
Trace – Dispels all status effects, positive or negative, on allies and enemies.
Self Portrait – Creates a clone of the artist to fight beside them.
Dancing
Enchanting Dance – Restores magic energy to allies as long as dance continues.
Danse Macabre – Damages magic energy of targets as long as dance continues.
Flamenco – Raises magic attack and magic defense of allies as long as dance continues.
Nameless Dance – Causes darkness, confuse, silence, frog, poison, slow, stop, and/or sleep on all applicable targets.
Songs
Dirge – Causes mild non-elemental damage to target as long as song continues.
Life Song – Targets constantly regenerate health as long as song continues.
Marching Song – Raises attack and defense of allies as long as song continues.
Nameless Song – Causes Regen, Protect, Shell, Float, or Haste on all allies.
Berserker
Berserk – User wildly attacks all targets until none are left. Attacks are powerful, but control is lost.
Crush - Minimal damage, but reduces enemy defense
Beatdown – High damage attack with low accuracy.
Cripple – Reduces target’s attack
Mowdown – Heavy damage to all targets, but casts slow on self.
Mad Rush* - Haste, berserk, and ribbon on self when critical condition.
Resilience* - Shield on self when in critical condition.
Radiant Aura* - Regen and reraise on self when in critical condition.
Warcry - May prevent enemies from attacking for one turn
Counterattack - Counters one melee attack.
Counterstrike - Counter enemy criticals with a critical attack
Bum Rush – Massive physical damage to a wide area.
That's what I've got for now, but I'm still working on trying to add some old favorites such as Samurai, Dragoon, Blue Mage, Summoner, Beastmaster, and Paladin. If you have any questions or suggestions, feel free to add them and they'll be addressed ASAP.
Edit: Gunner is now a 1st tier job and machinist has been revised. Also, Piercing Magic has been made a critical condition ability. Also also: added some answers to a few lingering questions.
And on that note, here is a preliminary draft of the new set of jobs and their skills. The first thing you'll want to know is that these jobs were constructed with the idea of a two-tier class system in mind, as opposed to the traditional three-tier system we've been using. First is the basic form of the job (Knight, WM, BM, etc), after which you can choose one of two more specialized versions. This allows people to leave a given class earlier to try new things, and even offer a bit more diversity amongst those who have finished one or more classes.
"But what if I want to try the other specialization" you ask? You can, but each ability in the other second-tier job will cost you double the AP and can only be selected once you're finished with your current job. This represents the extra study and effort required to re-learn and train yourself to think of the class in a new way.
"How will we gain AP?" Like this:
3 AP per active week
1 AP per In-Character post
1-5 AP for playing in-character when it would be easier not to
1-5 AP for a clever idea or use of powers
5 AP for particularly daring or heroic acts
10 AP for putting oneself in extreme danger to save others
1-5 AP for using good teamwork
1 AP for winning a minor battle (lower level than character)
2 AP for winning an average battle (equal to character)
4 AP for winning a major battle (higher level or group of equal enemies)
6-10 AP for winning an epic battle (severely outmatched, extra AP likely)
Your moderator will grant you AP based on these guidelines. You do not get to argue about the amount of AP you're given, but if for some reason you think your moderator has it out for you, another mod can review the situation and their decision is final. All of the conditions above are cumulative, so if you spend four posts winning an average battle over the course of a week and make clever use of your powers or environment, that's worth a total of 10-15 AP.
Please note that "extreme danger" does not merely imply risking your life - it means you most likely will not survive. If anything less than a Natural Twenty will save your skin, it probably goes under "particularly daring or heroic acts." Also, there are no points for hot-dogging, bravado, or being stupid. Taking on an enemy that you have no chance against when there is an alternative will not get you extra AP.
"What do the asterisks next to certain abilities mean?" They indicate abilities that can only be activated while in critical condition. For the sake of balance (especially in the case of the Berserker) only one of these abilities can be active at a time.
"What about Limit Breaks and other signature abilities?" This is kind of tricky territory: we don't want to neuter peoples' characters, but some of those abilities would be borderline (or in some cases, outright) god moding. What I will say is that characters whose signature abilities are represented somewhere in the job tree will usually get those abilities for free when they start. For instance, Celes may start with Runic for free, while Kuja is going to have to wait and earn Ultima. You'll still have to spend the full amount of AP to master the job they come from, but you'll have access to those abilities regardless of whether or not you've so much as thought about taking the job they're associated with.
"So I can be any class I want?" Within the guidelines set, yes. If you're playing Princess Garnet, you don't -have- to start as a White Mage. Start as a Thief or Knight and work that into your role playing.
"Do I -have- to choose a job?" Huh? Uh, well, I guess not. You'll still be given AP, but I suppose that if you don't want to take up a job class you don't have to. I will recommend that if you do end up accumulating a lot of AP and suddenly decide to spend it that you find a way to RP the acquisition of all these powers, but I suppose you don't have to.
"Why are most of the super powerful mixes missing from Alchemist?" Because first of all, Alchemist is plenty powerful without them. Second, those super-powered mixes are reserved for characters who originally have the ability to mix items (namely Rikku, but possibly other Al Bhed).
"Can Steal Heart be used on people of the same gender if they're non-hetero?" I suppose, but you'd need to have some indication of that ahead of time. Using Steal Heart on the wrong target could have negative consequences. Depending on the disposition of the target, a failed Steal Heart could cause them to attack you or even cause Confusion and Berserk!
"What do I do if my character is non-hetero?" Steal Heart requires that the target is attracted to -your- gender - whether you're attracted to theirs or not is your own problem. You can consider that a role-playing opportunity.
"What are Mastery skills?" Mastery skills are additional abilities that characters can spend points on any time after they've mastered the appropriate job. They're not required, and their AP costs make it a bad idea for characters to buy them directly after they're available. However, once they're acquired, they greatly enhance the character's abilities.
"Holy crap, White Wizard takes a ton of AP!" That's not a question. But yes, it does, because it is very powerful. Its spell list is more "concrete" than White Priest's, and many of its spells are AoE, while those that aren't have very potent effects. Basically, a White Wizard is a much more effective force multiplier than a White Priest.
"So why would I choose White Priest?" Well, their MP, TP, and AP costs are all much lower than the White Wizard's, first of all. Second, they have the ability to nullify most types of elemental damage. Third, they're utterly unpredictable in combat thanks to their Magic and Skill Lore abilities. Fourth, they're much more effective against Undead than a White Wizard. Finally, in desperate times they have the one trump card no other class does - the ability to invoke Acts of God.
"What are Ruin and Dia?" Ruin and Dia are very basic offensive black and white magic spells. Since casters tend to have low attack power, they've been given these "free" spells as a reasonable default offensive option. They have no spell power modifier, and rely entirely on the caster's Mag for damage output.
"Can I just close my eyes and use Sight Unseeing?" Sure, but not in the same turn. If you want to use Sight Unseeing this way, you'll have to spend one turn focusing and attack on your next turn. The downsides of this should be obvious. However, if you're blinded by some other circumstance (magic, sand in the face, or total darkness) you can use Sight Unseeing on your very next turn.
"Can Magic Sword make a Healing Shiv?" *sigh* I'm going to regret this, but... yes. Yes it can.
"When will you add more questions to this part?" When you ask them <_<
Now, the jobs!
BLACK MAGE TREE
Black Mage
Basic Skill: Ruin - Minor non-elemental spell
MP: 0
TP: 0
Limit: -
AP: 0
Fire - Minor fire spell
MP: 6
TP: 0
Limit: 10
AP: 5
Fira - Advanced fire spell, AoE
MP: 15
TP: 5
Limit: 6
AP: 10
Firaga - Major fire spell
MP: 35
TP: 0
Limit: 4
AP: 20
Flare - Extreme fire spell
MP: 60
TP: 0
Limit: 2
AP: 30
Thunder - Minor thunder spell
MP: 6
TP: 0
Limit: 10
AP: 5
Thundara - Advanced thunder spell, AoE
MP: 15
TP: 5
Limit: 6
AP: 10
Thundaga - Major thunder spell
MP: 35
TP: 0
Limit: 4
AP: 20
Shock - Extreme thunder spell
MP: 60
TP: 0
Limit: 2
AP: 30
Blizzard - Minor ice spell
MP: 6
TP: 0
Limit: 10
AP: 5
Blizzara - Advanced ice spell, AoE
MP: 15
TP: 5
Limit: 6
AP: 10
Blizzaga - Major ice spell
MP: 35
TP: 0
Limit: 4
AP: 20
Frost - Extreme ice spell
MP: 60
TP: 0
Limit: 2
AP: 30
Sorcerer
Runic - User acts as a magical "lightning rod" for the next spell cast and absorbs it. The spell can then either be converted into MP or released by one of the following abilities. Must be set up in advance.
MP: 0
TP: 7
Limit: -
AP: 10
Magic Sword - Temporarily enchant weapon with last spell absorbed by Runic
MP: 1/2 Spell MP
TP: 12
Limit: -
AP: 15
Unleash - Cast last spell absorbed by Runic
MP: 1/2 Spell MP
TP: 10
Limit: -
AP: 15
Osmose - Drain magic energy from one enemy
MP: 2
TP: 0
Limit: 3
AP: 20
Bleed - Causes HP to decrease quickly
MP: 24
TP: 0
Limit: 2
AP: 30
Manaspark - Restore 15% of MP if successful, lose all MP otherwise
MP: 0
TP: 20
Limit: 5
AP: 15
Infuse - Sacrifice all remaining MP to heal an ally for double the amount
MP: All
TP: 21
Limit: -
AP: 15
Expose - Add elemental weakness to one enemy
MP: 14
TP: 28
Limit: -
AP: 20
Piercing Magic* - Caster's spells are unaffected by Reflect
MP: 0
TP: 0
Limit: 1
AP: 30
Manafont* - Critical condition causes magic power to spike, but next action KOs user.
MP: 0
TP: 0
Limit: 1
AP: 30
Ultima - Massive non-elemental damage over wide area
MP: 99
TP: 30
Limit: 1
AP: 50
Doublecast (Final) - User may cast two spells at once
MP: 0
TP: 34
Limit: -
AP: 60
Black Magus (Mastery) - +1 to casting limit for all Black Magic spells
AP: 200
Geomancer
Stone - Minor Earth spell
MP: 12
TP: 0
Limit: 8
AP: 10
Quake - Major Earth spell, AoE
MP: 26
TP: 10
Limit: 4
AP: 25
Aero - Minor Wind spell
MP: 12
TP: 0
Limit: 8
AP: 10
Tornado - Major Wind spell, AoE
MP: 26
TP: 10
Limit: 4
AP: 25
Water - Minor Water spell
MP: 12
TP: 0
Limit: 8
AP: 10
Torrent - Major Water spell, AoE
MP: 26
TP: 10
Limit: 4
AP: 25
Merton - Extreme Fire damage to all, enemies and allies alike
MP: 70
TP: 0
Limit: 1
AP: 40
Arc - Extreme Thunder damage to all, enemies and allies alike
MP: 70
TP: 0
Limit: 1
AP: 40
Zero - Extreme Ice damage to all, enemies and allies alike
MP: 70
TP: 0
Limit: 1
AP: 40
Elemental Protection - Bonus defense against elemental attacks
MP: 10
TP: 10
Limit: -
AP: 20
Elemental Essence - Bonus damage with elemental attacks
MP: 10
TP: 10
Limit: -
AP: 20
Terrain (Final) - Call on the Earth's power
MP: 0
TP: 0
Limit: -
AP: 35
Elemental Fusion (Mastery) - Character becomes immune to their own Merton, Arc, and Zero spells. Inflicted elemental weakness will disrupt immunity. Allies still take normal damage.
AP: 150
WHITE MAGE TREE
White Mage
Basic Skill: Dia - Minor non-elemental spell
MP: 0
TP: 0
Limit: -
AP: 0
Cure - Heal minor injuries
MP: 8
TP: 0
Limit: 10
AP: 5
Cura - Heal moderate injuries
MP: 20
TP: 0
Limit: 4
AP: 15
Curaga - Heal severe injuries
MP: 36
TP: 0
Limit: 3
AP: 30
Raise - Revives an ally with limited health
MP: 28
TP: 12
Limit: 2
AP: 30
Regen - Restores health over time
MP: 20
TP: 9
Limit: 5
AP: 20
Protect - Protects target from physical attacks
MP: 14
TP: 0
Limit: 6
AP: 25
Shell - Protects target from magical attacks
MP: 14
TP: 0
Limit: 6
AP: 25
Poisona - Cures Poison and Toxic
MP: 4
TP: 0
Limit: 8
AP: 10
Vox - Cures Silence
MP: 5
TP: 0
Limit: 8
AP: 15
Blindna - Cures Blindness
MP: 4
TP: 0
Limit: 8
AP: 10
Stona - Cures Petrification
MP: 8
TP: 0
Limit: 4
AP: 15
Holy (Final) - Sacred magic deals massive damage to single target
MP: 60
TP: 20
Limit: 2
AP: 50
White Priest
Earth Seal - Protection from fire and earth
MP: 18
TP: 5
Limit: 4
AP: 20
Heaven Seal - Protection from wind and lightning
MP: 18
TP: 5
Limit: 4
AP: 20
Ocean Seal - Protection from ice and water
MP: 18
TP: 5
Limit: 4
AP: 20
Magic Lore - Casts random spell on random target
MP: 20
TP: 20
Limit: -
AP: 30
Skill Lore - Uses random non-magic ability on random target
MP: 20
TP: 20
Limit: -
AP: 30
Holy Lore - Dia magic deals Holy damage to undead, Holy spell becomes AoE
MP: -
TP: -
Limit: -
AP: 50
Dispel - Negates positive status effects on target
MP: 12
TP: 10
Limit: 5
AP: 20
Pray - May initiate Acts of God
MP: 0
TP: 0
Limit: -
AP: 5
Scan - User gains insight into target's strengths, weaknesses, etc
MP: 2
TP: 10
Limit: -
AP: 10
Bravery - Boosts target's attack power and resistance to Charm, Petrification, and Sleep
MP: 15
TP: 0
Limit: 4
AP: 30
Faith - Boosts target's magic and resistance to Confusion, Silence, and Doom/Death
MP: 15
TP: 0
Limit: 4
AP: 30
Miracle (Mastery) - When the character is struck for lethal damage, damage is reduced by half.
AP: 200
White Wizard
Curaja - Heal moderate injuries to all allies in range
MP: 42
TP: 15
Limit: 4
AP: 35
Renew - Restore ally from the brink of death
MP: 40
TP: 0
Limit: 2
AP: 40
Araise - Revives an ally with full health
MP: 50
TP: 15
Limit: 1
AP: 65
Reflect - Enemy spells reflected off of target
MP: 26
TP: 5
Limit: 3
AP: 30
Esuna - Cures all negative status
MP: 20
TP: 8
Limit: 4
AP: 40
Slow - Target speed reduced by half
MP: 16
TP: 0
Limit: 3
AP: 20
Haste - Target speed boosted by half
MP: 20
TP: 0
Limit: 3
AP: 25
Protectra - Protect effect over a wide area
MP: 36
TP: 10
Limit: 2
AP: 40
Shellra - Shell effect over a wide area
MP: 36
TP: 10
Limit: 2
AP: 40
Aura - Target becomes capable of great feats
MP: 40
TP: 25
Limit: 3
AP: 50
Shield - Physical and magic damage reduced by 95% for one turn
MP: 65
TP: 30
Limit: 1
AP: 60
Ribbon Light (Final) - Target becomes immune to all negative status effects
MP: 30
TP: 30
Limit: 1
AP: 60
White Magus (Mastery) - All white magic casting limits are increased by 1.
AP: 250
THIEF TREE
Thief
Lockpicking - User may pick mechanical locks
Pickpocket - User may steal item of choice from unaware target
Steal - User may attempt to steal random item from target
Mug - Attack and steal
Disarm - Attempt to steal target's weapon (or shield)
Steal Watch - Attempt to steal target accessory
Steal Heart - Charm target of opposite gender
Steal Soul - Inflict Zombie on target
Appraise - User can identify target's equipment and related information
Stillness - User goes unnoticed by enemies until all other allies are gone, but cannot act.
Caution - Cannot be surprise attacked or pickpocketed
Lockdown - Cannot be stolen from
Ninja
Mirage - Blink effect on self
Throw - Throw stuff.
Vanish - Vanish effect on self
Catch - May catch thrown objects and projectiles (not bullets)
Two Swords - User can equip two one-handed weapons
Demi - Reduces target health by 25%
Gravija - Reduces target health by 75%
Smoke Veil - User may flee battle instantly
Spirit Sword - Weapon attacks deal magic damage (blocked by Shell)
Pierce - Attack that passes through barriers
Pin - Does no damage, but target cannot escape from battle
Hamedo - Attack before being struck with a melee attack.
Assassin
Confusion - Target loses the ability to tell friend from foe
Curse - Target cannot use any unique abilities or make critical attacks
Paralyzing Palm - Briefly inflicts Stop
Wither - Target cannot heal for rest of battle (cannot be cured by Esuna)
Silence - Target loses the ability to cast magic
Blind - Target accuracy drops dramatically
Stoneseal - Target will turn to stone soon
Evade and Counter - As advertised
Reverse - Healing and damaging effects are reversed
Sight Unseeing - Powerful attack only usable while blind
Telekinesis - Once per battle user is able to attack from range with a melee weapon
Seven Swords - Attack multiple times in one turn (for some reason, only six attacks are used)
TECHNOLOGY TREE
Gunner
Trigger Happy – Multiple ranged hits in a short amount of time. Low accuracy.
Charge – Makes attack dealt by user more powerful. Stacks up to five times.
Scattershot – User deals damage to all targets.
Cheap Shot – User deals double damage to enemies with protect.
Table Turner – User deals more damage the higher the target’s defense.
Aim – Target cannot evade attack next attack by user.
Flash – Blind target with a flash created by user’s weapon.
Called Shot – Target limb cannot be moved for the rest of battle unless target is healed.
Last Stand* - Raises attack power and accuracy when in critical condition.
Return Fire - Evades one projectile and counterattacks if possible.
Oust – Blows away lesser monsters in one attack.
Ultima Shot – Does three times more damage than regular attacks.
Engineer
Steam Punk - User understands and can repair basic conventional machines
Gearhead - User understands and can build or repair most conventional machines
Mist Punk - User understands and can repair basic magical machines
Magiteknitian - User understands and can build or repair most magical machines
Salvage - User is able to restore HP to machines in combat
Analyze - User may identify a machine or construct's purpose and capabilities
Dismantle - User is able to strip key parts from machines to disable random functions. Must use Analyze first.
Programming - User is able to operate unfamiliar computers at a basic level
Hacking - User can open electronic locks and control unintelligent robots
Cosmic Engineering - User understands and is scared shitless by divine technology
Hybridian - User may operate technology forged by the realms merging
Research - User may operate ancient or lost technology
Chemist
Lv. 1 Mixes
Concoction 1: Mega-Potion, Nul-All, Mighty Wall
Ignition 1: Heat Blaster, Thunderbolt, Waterfall, Snowflurry
Formula 1: Hero Drink, Blaster Mine, Frag Grenade
Lv. 2 Mixes
Concoction 2: Panacea, Mega Phoenix, Mega Nul-All
Ignition 2: Fire Storm, Rolling Thunder, Flash Flood, Icefall
Formula 2: Mighty Guard, Calamity Bomb, Elixer
Lv. 3 Mixes
Concoction 3: Ultra cure, Final Phoenix, Megalixer
Ignition 3: Burning Soul, Lightning Bolt, Tidal Wave, Winter Storm
Formula 3: Freedom, Super Mighty Guard, Tallboy, Nega Burst
Lv. 4 Mixes
Concoction 4: Superlixer, Hyper Nul
Ignition 4: Brimstone, Electroshock, Aqua Toxin, Black Ice
Formula 4: Chaos Grenade, Black Hole
KNIGHT TREE
Knight
Armor Break – Destroys armor equipped on target's torso. Also destroys natural armor.
Shield Break – Destroys target's shield. Also dispels Protect and Shell.
Weapon Break – Destroy target's weapon. No effect on hand to hand attackers.
Magic Break – Diminishes target’s magic attack.
Power Break – Diminishes target’s attack power.
Mind Break – Diminishes target’s magic defense.
Cover - Protects allies by taking hits for them. Does not protect against area attacks.
Deathblow – Either causes double attack damage or misses entirely.
Weapon Guard - Block one attack per turn. Cannot block fists or projectiles.
Minus Strike – Deals more damage to one target the more harmed the user is.
Provoke – Causes target to focus attacks on user.
Double Cut – Physically attack with a weapon twice in one turn.
Mediator
Invitation – Turns a target into an ally. Must have OOC approval before using on a player.
Persuade – Target may not attack in their next post.
Threaten – Target may not act in their next turn. May fail. Must know Persuade.
Praise – Raises target’s Attack Power. Stacks with itself.
Preach – Raises target’s magic attack. Stacks with itself.
Solution – Negates attack and magic bonuses on target.
Poppycock – Cures doom and slow petrification.
Negotiate – Everyone in battle may select an ability that cannot be used for the remainder.
Insult – Target may only use attack abilities in their next post.
Guile - User creates the illusion of performing the Final Ability of any class in order to intimidate the enemy. Doesn't work on characters under Resolve effect.
Resolve - User briefly becomes much more resistant to the speech abilities of others.
Manipulate – Target may be directly controlled by user. Must have OOC approval before using on a player.
Dark Knight
Darkside - Drain HP to attack all targets for x3 damage.
Charon - Attack one target for x10 damage at the cost of all HP
Drain - Steal life energy from one target
Bio - Deal damage and inflict Poison on one target
Toxic - Deal damage and inflict Poison on all targets
Dark - Minor Dark damage
Darkra - Major Dark damage
Darkga - Massive Dark damage
Doom - Target will die shortly
Renegade - Deal (and take) double damage
Balance - Deal the difference in HP between self and opponent
Doom's Day - Massive Dark damage on all targets. May cause Curse and/or Death.
MARTIAL ARTS TREE
Monk
Tornado Kick – Attacks surrounding targets with a spinning attack.
Repeating Fist – Physically attack with a fist twice in one post.
Wave Fist – Attack physically from afar by focusing chi.
Blitz – Strikes many times, each strike dealing low damage.
Pressure Point – Target limb is locked in position for the rest of battle.
Earth Slash – Splits a fissure in the ground toward the target. Earth elemental.
Secret Fist – May instantly KO target with a strike. Poor accuracy.
Cleanse – Recovers target from poison status effect and raises their magic defense.
Chakra – Restores a bit of health and magic to self.
Martyr – Target recovers from KO with full health. KOs user until battle ends.
Spirit Fist – User may deal non-elemental magic damage with fists.
Karmic Defense - 50% of damage taken is inflicted on the attacker for three posts
Artist
Drawing
Sketch – Creates an image of the target to fight for the artist.
Still-life – Casts stop on target.
Trace – Dispels all status effects, positive or negative, on allies and enemies.
Self Portrait – Creates a clone of the artist to fight beside them.
Dancing
Enchanting Dance – Restores magic energy to allies as long as dance continues.
Danse Macabre – Damages magic energy of targets as long as dance continues.
Flamenco – Raises magic attack and magic defense of allies as long as dance continues.
Nameless Dance – Causes darkness, confuse, silence, frog, poison, slow, stop, and/or sleep on all applicable targets.
Songs
Dirge – Causes mild non-elemental damage to target as long as song continues.
Life Song – Targets constantly regenerate health as long as song continues.
Marching Song – Raises attack and defense of allies as long as song continues.
Nameless Song – Causes Regen, Protect, Shell, Float, or Haste on all allies.
Berserker
Berserk – User wildly attacks all targets until none are left. Attacks are powerful, but control is lost.
Crush - Minimal damage, but reduces enemy defense
Beatdown – High damage attack with low accuracy.
Cripple – Reduces target’s attack
Mowdown – Heavy damage to all targets, but casts slow on self.
Mad Rush* - Haste, berserk, and ribbon on self when critical condition.
Resilience* - Shield on self when in critical condition.
Radiant Aura* - Regen and reraise on self when in critical condition.
Warcry - May prevent enemies from attacking for one turn
Counterattack - Counters one melee attack.
Counterstrike - Counter enemy criticals with a critical attack
Bum Rush – Massive physical damage to a wide area.
That's what I've got for now, but I'm still working on trying to add some old favorites such as Samurai, Dragoon, Blue Mage, Summoner, Beastmaster, and Paladin. If you have any questions or suggestions, feel free to add them and they'll be addressed ASAP.
Edit: Gunner is now a 1st tier job and machinist has been revised. Also, Piercing Magic has been made a critical condition ability. Also also: added some answers to a few lingering questions.