THE WAR AGAINST THE SLIMES RAGES ON!
In the beginning, there was only one being in the formless void, the benevolent and Almighty creator. As he looked upon the vast emptiness he was disheartened for their was no one to share the beauty of life with. So he went about creating stars, planets, galaxies, trees, animals, plants, and so forth. And it was good, but it did not satisfy him, so he sent forth creating a race of beings in his own image, a perfect race to share in the beauty and majesty that he created. So he came up with man, and of course the angels to protect man and guide them. Unfortunately something went wrong as he was creating them, for upon his shoe was a sticky, gooey substance that absorbed a part of the perfect energy the Almighty had used to create man, making them a flawed creature and giving them a demonic life. The goo formed into a little blue puddle with a hideous grin and a cow lick, and proceeded to wage war against the Almighty himself and his heavenly host over the souls of mankind. Thousands of years have past since the heavens were torn asunder and the war wages on, outside of the view of most men. It has not been fairing well for the angels, but there is still hope, for you have been sent to earth to recruit brave warriors to take the fight beyond the Slimewall and strike fear into their quivering forms, but it won't be easy.
WARRIOR: Brave front line units in the war against slimekind. Their very presence provokes slimes into attacking them, and their armor is well oiled so the foul beasts just slide right off them. Mighty practitioners of the Sword, Spear, Knife and Shield, and the only ones with enough Courage to stand strong against the quivering horde.
Warrior - Courage
8 -0 MP- Whipping Boy - Protect one character from damage.
16 -0 MP- Strength + 10 - Adds 10 pts. to strength.
28 -0 MP- Whistle - Provokes an enemy to come at you.
40 -0 MP- Resilience + 20 - Adds 20 pts. to resilience
48 -0 MP- Body Slam - Hurts the enemy and you.
56 -0 MP- Strength + 30 - Adds 30 pts. to strength.
70 -3 MP- Morale Masher - Hurts the enemy and lowers its tension.
80 -0 MP- Resilience + 40 - Adds 40 pts. to resilience.
90 -0 MP- HP + 60 - Adds 60 pts. to HP.
100 -4 MP-Attack Attacker - Hurts the enemy and lowers its atk power.
MAGE: Five hundred years ago mankind was first contact by the angels. They were told to gather their wisest men and women and to venture far into the desert beyond the Slimewall to learn the darkest magicks of monsterkind to use in the war against the slimes. This secret order now returns in mankind's darkest hour to use its knowledge of the arcane against their slippery foes. Using wands, shields, knives and whips to aid them in their ancient rites of Spellcraft which sets them far apart from the other casters.
Mage - Spellcraft
8 -5 MP- Wizard Ward - Protects caster from magical damage.
16 -0 MP- Magical Might + 20 - Adds 20 pts. to magic thats for attacks.
26 -6 MP- Spooky Aura - Reduces an enemy's res. to magic.
38 -0 MP- MP + 10 - Adds 10 pts. to MP.
46 -3 MP- Focus Pocus - Allows caster to regenerate MP over time.
54 -0 MP- Critical Spell Rate Up - Raises chance for spells doing a critical.
68 -5 MP- Channel Anger - Adds to Magical Might.
78 -0 MP- Magical Might + 60 - Adds 60 pts. to magic thats for attacks.
88 -0 MP- MP + 20 - Adds 20 pts. to MP.
100 -0 MP- Magical Might + 100 - Adds 100 pts. to magic thats for attacks.
PRIESTS: Holy men and women chosen by the angels to wield the powers of the creator in order to heal the numerous injuries caused by their dark foes. These men and women are as strong in their Faith as they are in the Shield, Staff, Shield, and Wand that they use in their unending fight against the slimes.
Priest - Faith
8 -0 MP- Divination - Shows how much exp. is needed to inc. in lvl.
16 -0 MP- Magical Mending + 20 - Adds 20 pts. to your ability to heal.
28 -2 MP- Benediction - Lifts curses.
40 -0MP- MP + 10 - Adds 10 pts. to your MP.
48 -4 MP- Rotstopper - Protects the party from Undead attacks.
56 -0 MP- Magical Mending + 60 - Adds 60 pts. to your ability to heal.
70 -3 MP- Alma Mater - Prevents instant death attacks from working.
80 -0 MP- MP + 20 - Adds 20 pts. to your MP
90 -2 MP- Care Prayer - Raises caster's Magical Mending alot.
100 -0 MP- Magical Mending + 100 - Adds 100 pts. to ability to heal.
MARTIAL ARTISTS: Strange men and women from a far off land who have also been plagued by the scourge of slimedom. Exuding a strange aura from within these fearsome foreigners use the powers of wicked Claws, whirling Staves, windfilled Fans, and the awesome power of the their bare Fisticuffs to go alongside their unwavering Focus in this fight that challenges all of mankind.
Martial Artist - Focus
4 -0 MP- War Cry - Chance to paralyze every enemy in a group.
10 -0 MP- Agility + 10 - Adds 10 pts. to Agility.
16 -0 MP- Psyche Up - Raises tension.
22 -0 MP- Strength + 10 - Adds 10 pts. to Strength.
32 -2 MP- Mens Sana - Removes neg. status effects.
42 -0 MP- HP + 30 - Adds 30 pts. to HP.
55 -1 MP- Mind Over Matter - Protects from breath attacks.
68 -0 MP- Agility + 30 - Adds 30 pts. to Agility.
82 -3 MP- Meditation - Heals self.
100 -0 MP- Agility + 60 - Adds 60 pts. to Agility.
THIEVES: Young men and women whose lives have been torn apart by the secret war with the slimes often end up as war orphans. Some are adopted by the monasteries to join the fight against the slimes, but many others fall through the cracks, becoming pinchers and street toughs on the mean streets of Stornway. Those with certain talents often end up in the prison below Stornway Castle where they are given a last chance. Join the war against the slimes or spend their better days raising mold in the dank dungeon. Most join right up. With their extensive knowledge of Knives, Swords, and the "borrowed" knowledge of the Claws and Fisticuffs from the east, these unusual combatants might just turn the tide in mankind's favor with their Acquisitiveness.
Thief - Acquisitveness
4 -0 MP- Deftness + 20 - Adds 20 pts. to Deftness.
10 -0 MP- Half-Inch - Chance to steal an item.
16 -0 MP- Agility + 20 - Adds 20 pts. to Agility.
22 -0 MP- Pitfall - A pit that can trap monsters or people.
32 -0 MP- HP + 20 - Adds 20 pts. to HP.
42 -0 MP- Nose for Treasure - Detects treasure on current floor. Only works on red treasure chests, but will find the stairs down in the current Grotto.
55 -0 MP- Deftness + 40 - Adds 40 pts. to Deftness.
68 -0 MP- Eye for Trouble - Adds info. about monster to bestiary.
82 -0 MP- Agility + 40 - Adds 40 pts. to Agility.
100 -2 MP- Treasure Eye Land - Locates and highlights treasure.
MINSTRELS: The war has not been going well for humanity for the past one hundred years, but not all hope is lost. These bright and cheery men and women come from all across the countryside to sing songs, tell tales, and bring lost knowledge, hope, and maybe even a few laughs to the downtrodden populace. With their travels brings an eclectic mix of skills from around the globe, including Fans from the east, the more traditional Swords and Shields, and the exotic Whip to go along with their ultimate power to get out of the slimiest of situations, their uncanny Litheness!
Minstrel - Litheness
4 -2 MP- Hot Lick - Attacks an enemy with fire.
10 -0 MP- Spry in a Crisis - Raises chance to evade with low HP.
16 -0 MP- Pratfall - May distract a group of enemies.
22 -0 MP- Charm + 30 - Adds 30 pts. to Charm.
32 -2 MP- Sobering Slap - Removes confusion.
42 -0 MP- Magical Might + 30 - Adds 30 pts. to magic used for atks.
55 -0 MP- Tap Dance - Raises chance to evade.
68 -0 MP- Magical Mending + 30 - Adds 30 pts. to your ability to heal.
82 -8 MP- Have a Ball - Deals damage to an enemy.
100 -0 MP- Deftness + 50 - Adds 50 pts. to Deftness.
GLADIATOR: Fighters of all sorts end up in the Gladiator pits of the major cities. Former slaves of the Slimes, poor farmers, out of work blacksmiths, front line deserters, criminals, street toughs desiring a further knowledge of the serene grace and absolute brutality of one on one combat. Sometimes a pure soul will end up in these pits, and usually an angel will offer them another purpose for their extreme knowledge of weapons and warfare. A chance to make the world a better place. Strange Axes, cruel hammers, wicked swords, and their own Fisticuffs aid these men and women who have left everything behind except their Guts in order to spill those of Slimekind.
Gladiator - Guts
4 -0 MP- HP + 10 - Adds 10 pts. to HP.
10 -1 MP- Clap Trap - Attack against a single enemy.
16 -0 MP- Strength + 10 - Adds 10 pts. to Strength.
22 -0 MP- Double Up - Reduces defense, but raises atk greatly.
32 -0 MP- HP + 20 - Adds 20 pts. to HP.
42 -0 MP- Double-Edged Slash - Deals high damage, but you take damage.
55 -0 MP- Strength + 30 - Adds 30 pts. to Strength.
68 -4 MP- Blind Man's Biff - Strong attack aginst one enemy.
82 -0 MP- HP + 30 - Adds 30 pts. to HP.
100 -6 MP- Feel the Burn - Attacking raises tension.
PALADINS: Holy warriors recruited from the ranks of the priesthood in order to fight the Slime menace head on. Frontline protectors of the faith who routinely use their Shields, Hammers, Wands, and Spears in order to protect those at the forefront of the unholy invasion. Faith may not be enough to win the war but with their unending Virtue, they just might succeed if they hold strong.
Paladin - Virtue
4 -0 MP- Pinchusion - Attacks any enemy that attacks the caster.
10 -0 MP- Resilience + 10 - Adds 10 pts. to Resilience.
16 -3 MP- H-Pathy - Transfers HP to another character.
22 -0 MP- Magical Mending + 30 - Adds 30 pts. to ability to heal.
32 -0 MP- M-Pathy - Transfers MP to another character.
42 -0 MP- Resilience + 30 - Adds 30 pts. to Resilience.
55 -0 MP- Selflessness - Defends any character with critical HP.
68 -0 MP- Resilience + 60 - Adds 60 pts. to Resilience.
82 -0 MP- Forbearance - Defends all party members.
100 -0 MP- HP + 80 - Adds 80 pts. to HP.
ARMAMENTALISTS: Three hundred years ago an order of knights exploring the vast waste came across the camp of the Magi and were shocked at what they saw. After a few more days among these strange mystics though the leader of the knights was impressed. A learned son of a noble himself he began to see the benefit of these strange powers; a way to fight the Slimes without the force of arms. He ordered his men to build an encampment a few miles away from these mages and sent some of his younger, more magically inclined troops to guard the mages and to learn their ways, to see if they could combine their might at arms with these magics in order to beat the gooey horde once and for all. Thus the Armamentalists were born. Men and women with flashy clothes to go along with their spectacular fighting ability. Using Bow, Shield, Sword, and Wand to go along with their new Fource of arms.
Armamentalist - Fource
4 -4 MP- Fire Fource - Raises atk and def. with fire.
10 -0 MP- Strength + 10 - Adds 10 pts. to Strength.
16 -4 MP- Frost Fource - Raises atk and def. with ice.
22 -0 MP- Resilience + 20 - Adds 20 pts. to Resilience.
32 -4 MP- Gale Fource - Raises atk and def. with wind/lightning.
42 -0 MP- Charm + 10 - Adds 10 pts. to Charm.
55 -4 MP- Funereal Fource - Raises atk and def. with earth/darkness.
68 -0 MP- Magical Might + 30 - Adds 30 pts. to magic that attacks.
82 -4 MP- Life Fource - Raises atk and def. with light.
100 -0 MP- HP + 30 - Adds 30 pts. to HP.
RANGERS: Brave men and women of the Slimewatch, who patrol the other side of the Slimewall in order to keep the rest of humanity safe. Solo fighters of the vast wilderness these men and women are well versed in woodcraft and are in tune with the plants and animals of the land and act as their defenders. They are the frontline scouts of the war and a valuable member of any team with their knowledge of Bows, Axes, the exotic Boomerang, and the power of within Fisticuffs, taught to them by travelers from the east. Their determination and Ruggedness will see them through.
Ranger - Ruggedness
4 -2 MP- Soothe Sayer - Calms an enemy.
10 -0 MP- Deftness + 10 - Adds 10 pts. to Deftness.
16 -0 MP- Mercy - Gives enemy chance to flee.
22 -0 MP- Agility + 20 - Adds 20 pts. to Agility.
32 -3 MP- Vanish - Lowers chance for char. to be attacked.
42 -0 MP- Resilience + 20 - Adds 20 pts. to Resilience.
55 -5 MP- Mist Me - Summons fog that disrupts enemy attacks.
68 -0 MP- Deftness + 30 - Adds 30 pts. to Deftness.
82 -16 MP- Wolf Whistle - Summons 2 wolves to attack enemy.
100 -0 MP- Deftness + 60 - Adds 60 pts. to Deftness.
THE FORCES OF SLIMEDOM
SAGE: Enlightened men and women who have transcended the normal class roles and become master of all forms of magic. If enlisted in the war these powerful sorcerers and sorceresses could be the secret to victory with their Bow, Boomerang, Shield, Wand, and their most powerful ability to bring enlightenment to all.
Sage - Enlightenment
4 -0 MP- Magical Mending + 20 - Adds 20 pts. to ability to heal.
10 -3 MP- Jack's Knack - Let's char. change vocations anywhere.
16 -0 MP- Magical Might + 20 - Adds 20 pts. to attack magic.
22 -6 MP- Right as Rain - Heals each char. for a few turns.
32 -0 MP- Magical Mending + 40 - Adds 40 pts. to ability to heal.
42 -10 MP- Disruptive Wave - Removes all status effects from enemies.
55 -0 MP- Magical Might + 40 - Adds 40 pts. to attack magic.
68 -8 MP- Caster Sugar - Raises casters magical might and mending.
82 -0 MP- MP + 60 - Adds 60 pts. to MP.
100 -0 MP- MP Consumption-25% - Spells/Skills cost 25% less MP to use.
LUMINARY: Celebrities have not been idle during this war. No matter how hard things may be on the homefront the boys and girls on the field have it far worse, so these talented lads and lasses have decided to pack up their pumps and join the frey. Their charms are even enough to stop the slimes still for a moment or two. Boomerangs, Fans, Shields, Whips are just the tools of the trade when these stars and starlets bring their certain something Je Ne Sais Quoi to the front lines. Go get em tiger!
Luminary - Je Ne Sais Quoi
4 -0 MP- Charm + 10 - Adds 10 pts. to Charm.
10 -0 MP- Autograph - Costs money, but deal heavy damage.
16 -0 MP- Agility + 20 - Adds 20 pts. to Agility.
22 -3 MP- Scandal Eyes - May blind a group of enemies.
32 -0 MP- HP + 20 - Adds 20 pts. to HP.
42 -2 MP- Extreme Makeover - Raises Charm for a time.
55 -0 MP- Charm + 20 - Adds 20 pts. to Charm.
68 -6 MP- Eyes on Me - Draws enemy attention, enraging them.
82 -0 MP- Charm + 30 - Adds 30 pts. to Charm.
100 -15 MP- Disco Stew - An attack that attracts enemies.
Slime: Common foot soldier of the slimes. Male slimes are blue, female slimes are red, and more dangerous, though their solitary nature prevents them from joining forces. Powerful killers with a menacing grin on their faces. Dangerous alone, deadly in packs. Their favorite snacks are kittens, puppies, and newborn children. Don't let them combine!
Slime Stack: Three slimes combined into one. Very dangerous, have been known to eat entire men whole. If you see three slimes together try and kill one before they form this dangerous tower of pain.
Metal Slime: A slime infected by a strange virus from the future. Turned diamond hard and completely without feeling, these silent killers have been known to destroy entire towns.
Metal Medley: Three metal slimes combined into one fearsome beast. These frightful monsters have been said to have once upon a time ended entire civilizations.
Bubble Slime: Ancient slimes from the start of the war against the heavens, these horrible creatures are all that is left after thousands of years of evil slimy menace have corrupted these pools of goo into something evil, something green.
Now there is something I must warn you about. We have knowledge of the far future of this planet and it isn't good. This was the first image our time mages brought us from 1000 years into the future.
They have evolved. We have found the source of the metal virus! These cold robotic killers from the future, using their impossible powers of density control to go from a being of pure fluid to a being of the hardest metal. They have come back and have started infecting their bretheren.
Some even say that they have a leader. A crowned king of future medal evil. But surely such things cannot exist in the light.