VeloZer0
01-03-2012, 07:28 AM
Why does Cloud get to be the only FF cameo to join the party? Here is where we brainstorm what a host of other FF characters would look like if they were to appear in FFT.
(I know that in the game custom classes just get an action skill-set and the default squire counter/support/move abilities, but we can pretend they get real ones too.)
Celes
Magiteck Knight
Equips:
Swords, Flails, Knight Sword, Shields, Cloth, Plate
Innate Abilities:
Multi-talented - Boost PA and MA to the higher value
Action Skill-set: Magiteck
Ice
Ice2
Ice3
Holy
Flare
Haste
Counter Skills:
Runic - Chance equal to Fa/100 of negating any spell and absorbing the MP. Negates the effects of the spell on all targets if the spell is multi-target.
Support Skills:
Multifaceted - Average out PA and MA
Move Skills:
Imperial Orders - Move +4 but only in 4 directions
Wanderer - Move +2, Jump +1.
Cid
Airship Engineer
Equips:
Spears, Cloth, Plate
Innate Abilities:
Two Hands - Hold weapons with two hands.
Action Skill-set: Spearworks
Boost Jump - Jump with H:5, V:5, Speed: SP*3. (50% faster than regular Jump)
Dynamite - Throw a stick of dynamite. Speed:25. R:2,V:2. Affect:2
Hyper Jump - Jump with H:8, V:8, Speed: (SP+1)*2. (regular jump speed+1)
Dragon - Absorb HP & MP. Rage:3 (Directions)
Dragon Dive - Jump two times in a row on a target. H:3,V:3, Speed: SP*3 Can cause instant death. (Each jump takes time to charge, so you could hit with the first and have them move before the second.)
Big Brawl - Attack all units within range. R:2.
Highwind - 5 missile attack on targeted panel. R:5, V:3, Speed: 15.
Counter Skills:
Aggressive Stance - +1PA on taking damage
Support Skills:
True Jump - Allow jump to benefit from a two handed grip.
Spearman - Hold Lances with two hands
Move Skills:
Landing - Land next to targets of jump attack.
Amarant
Flaming Amarant
Equips:
Daggers, Cloth
Innate Abilities:
Curse - Any attacks landed against enemies has a chance to inflict elemental weakness
No Mercy - Range +1 when barehanded
Martial Arts
Action Skill-set: Flair
Aura - Reraise & Regen. R:1. Can target self
Chakra - Same as monk
Countdown - Death Sentence. R:5 Accuracy equal to Br/100.
Demi Shock - Demi with no cast time and 100% accuracy.
Revive - Same as monk
Spare Change - Throw gil. Range equal to Move.
Counter Skills:
Alert - Grants full Ev to all four sides.
Support Skills:
Curse - Any attacks landed against enemies has a chance to inflict elemental weakness
No Mercy - Range +1 when barehanded
Move Skills:
Loner - Move +1 and HP Restore.
Lightning
Guardian Corp
Equips:
Swords, Guns, Cloth
Innate Abilities:
Gunslinger - Hold a gun in off hand.
Action Skill-set:
Double Strike: Attack with melee then gun. (Even though gun is 'out of range')
Move In: Attack with gun and add PA+2 for next turn.
Move Out: Attack with sword and add Move +2, Jump +2 and +2 WA for next turn
Flame-strike: Attack with fire elemental melee attack
Ice-strike: Attack with ice elemental melee attack
Thunder-strike: Attack with lightning elemental melee attack
Army of One: A lightning fast combo against an enemy. R:1, Speed: 18.
Counter Skills:
Jump Back - Br/100 chance to move when targeted by an enemy attack. Preference is given to moving: Backwards, Right, Left and Forward. If no direction is within move range the ability is not used.
Support Skills:
Gunslinger - Hold a gun in off hand.
Move Skills:
Mobility - Move +4 if not within 2 panels of both an enemy and ally. (For instance this would apply if in proximity to friendly or enemy forces. If you are close to both you don't get any bonus.)
Ok, I just spent waaaay to long on this.
(I know that in the game custom classes just get an action skill-set and the default squire counter/support/move abilities, but we can pretend they get real ones too.)
Celes
Magiteck Knight
Equips:
Swords, Flails, Knight Sword, Shields, Cloth, Plate
Innate Abilities:
Multi-talented - Boost PA and MA to the higher value
Action Skill-set: Magiteck
Ice
Ice2
Ice3
Holy
Flare
Haste
Counter Skills:
Runic - Chance equal to Fa/100 of negating any spell and absorbing the MP. Negates the effects of the spell on all targets if the spell is multi-target.
Support Skills:
Multifaceted - Average out PA and MA
Move Skills:
Imperial Orders - Move +4 but only in 4 directions
Wanderer - Move +2, Jump +1.
Cid
Airship Engineer
Equips:
Spears, Cloth, Plate
Innate Abilities:
Two Hands - Hold weapons with two hands.
Action Skill-set: Spearworks
Boost Jump - Jump with H:5, V:5, Speed: SP*3. (50% faster than regular Jump)
Dynamite - Throw a stick of dynamite. Speed:25. R:2,V:2. Affect:2
Hyper Jump - Jump with H:8, V:8, Speed: (SP+1)*2. (regular jump speed+1)
Dragon - Absorb HP & MP. Rage:3 (Directions)
Dragon Dive - Jump two times in a row on a target. H:3,V:3, Speed: SP*3 Can cause instant death. (Each jump takes time to charge, so you could hit with the first and have them move before the second.)
Big Brawl - Attack all units within range. R:2.
Highwind - 5 missile attack on targeted panel. R:5, V:3, Speed: 15.
Counter Skills:
Aggressive Stance - +1PA on taking damage
Support Skills:
True Jump - Allow jump to benefit from a two handed grip.
Spearman - Hold Lances with two hands
Move Skills:
Landing - Land next to targets of jump attack.
Amarant
Flaming Amarant
Equips:
Daggers, Cloth
Innate Abilities:
Curse - Any attacks landed against enemies has a chance to inflict elemental weakness
No Mercy - Range +1 when barehanded
Martial Arts
Action Skill-set: Flair
Aura - Reraise & Regen. R:1. Can target self
Chakra - Same as monk
Countdown - Death Sentence. R:5 Accuracy equal to Br/100.
Demi Shock - Demi with no cast time and 100% accuracy.
Revive - Same as monk
Spare Change - Throw gil. Range equal to Move.
Counter Skills:
Alert - Grants full Ev to all four sides.
Support Skills:
Curse - Any attacks landed against enemies has a chance to inflict elemental weakness
No Mercy - Range +1 when barehanded
Move Skills:
Loner - Move +1 and HP Restore.
Lightning
Guardian Corp
Equips:
Swords, Guns, Cloth
Innate Abilities:
Gunslinger - Hold a gun in off hand.
Action Skill-set:
Double Strike: Attack with melee then gun. (Even though gun is 'out of range')
Move In: Attack with gun and add PA+2 for next turn.
Move Out: Attack with sword and add Move +2, Jump +2 and +2 WA for next turn
Flame-strike: Attack with fire elemental melee attack
Ice-strike: Attack with ice elemental melee attack
Thunder-strike: Attack with lightning elemental melee attack
Army of One: A lightning fast combo against an enemy. R:1, Speed: 18.
Counter Skills:
Jump Back - Br/100 chance to move when targeted by an enemy attack. Preference is given to moving: Backwards, Right, Left and Forward. If no direction is within move range the ability is not used.
Support Skills:
Gunslinger - Hold a gun in off hand.
Move Skills:
Mobility - Move +4 if not within 2 panels of both an enemy and ally. (For instance this would apply if in proximity to friendly or enemy forces. If you are close to both you don't get any bonus.)
Ok, I just spent waaaay to long on this.