Character Creation
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Character Template
Name: He/she has a name, right?
Homeland: Optional, but either you can make something up or use one of the previously-described nations.
Gender: Usually a binary choice.
Appearance: A brief description of your character’s physical appearance. While non-human races are not currently available, “humanesque” people (usually humans with animal-like mutations like ears or tails) are acceptable.
Job Class: Choose one of the available character classes.
Level: New characters will start at Level 1 in most circumstances.
Elemental Affinity: Choose one element to be your character’s affinity. See the section below for details.
Weapon Style: Your character’s preferred weapon. See the section below.
Abilities: Choose one Tier 1 ability from your Job Class.
Limit Break: Your first Limit Break is determined by your Elemental Affinity. See the appropriate section for details.
Starting Equipment: In addition to clothing and their initial chosen weapon, your character receives one Power Orb of the element of your choice, one Herbal Tonic, and 25 gil. Exception – Starting Monks receive one Crystal Bindi instead of a Power Orb. Other minor items of personal interest (not weapons, armor, expensive jewelry, or special items) are unrestricted.
Character Blurb: Optional but recommended. In a few short sentences, describe who your character is and why they will someday rule the world. Or won’t.
Elemental Affinities
There are six basic elements in FF:LS, and most living beings have an affinity to one of them. Your character’s affinity determines what kind of magic works best for or against them. It also determines their initial Limit Break, and in some cultures is used to create horoscopes. Of course, such predictions often have only as much truth to them as one believes them to.
Fire: You are a Fire person! You are bold, creative, and energetic, but you can also be impetuous and prone to fits of temper! Avoid Water magic, fried eel, and cabbage. Consider Earth for romance.
Limit Break – Burning Fury Sizzling anger energizes your body, allowing you to make three attacks in quick succession!
Water: You are a Water person! You are adaptable, calm, and patient, but when your anger is finally roused, look out! Fire is your enemy, but fish and silk are your friends. You will get along famously with an Air person.
Limit Break – Running River When water decides to go, not much can stop it. Break free of your tight spots by trampling your opponent into the dust!
Earth: You are an Earth person! You are solid, dependable, and methodical, but you don’t change your mind easily if ever. Air will rub you the wrong way, but flowers and herbs will brighten your life. Consider Fire for excitement, but Water for happiness.
Limit Break – Avalanche Leap into the sky and come down on your opponent with all the force of a falling mountain!
Air: You are an Air person! Cheerful and free-spirited is how your many friends will define you, but they will also admit that you’re more than a little flighty. Earth just doesn’t understand you, but you and Light are a winning combination! Noodles are your lucky dish, and mirrors are your friends.
Limit Break – Spring Wind With the warm wind at your backs, you and your party will move swiftly and gracefully!
Light: You are a Light person! Dedicated and optimistic, you are an excellent friend in time of need. Unfortunately, not everyone takes your directness the way you intend it. You and Shadow rarely get along, but gems, bright colors, and Air bring out the best in you.
Limit Break – Noble Soul Your kind and self-sacrificing nature reaches out to those around you, purifying them of harmful magics and poisons.
Shadow: You are a Shadow person! Mystery is your middle name, and your insight often startles those around you. Still, you often come across as uncaring whether it’s true or not. Light will annoy you greatly, but cats, steamed dumplings, and Earth people enrich your life.
Limit Break – Wasp Darts A handful of little darts drain life energy from your opponents and return it to you. Drain a little from several enemies, or more from one!
Weapon Style
Your character’s weapon is a symbol of their might, an expression of their being, and a chance to look really really cool. There are NO restrictions on weapon styles, any job class can pick any weapon style. A starting character begins knowing only one, but can learn others during play by finding a trainer and meeting that trainer’s monetary or plot demands. Your character may choose from the following weapon styles:
Knives – Small concealable blades. Includes knives, daggers, dirks, stilettos, punching daggers, krises, small kukris, and other such implements.
Swords – Medium-sized one-handed blades. Includes shortswords, rapiers, longswords, scimitars, broadswords, wakizashis, and anything of a similar nature.
Large Swords – Two-handed blades. Includes greatswords, katanas, bastard swords, falchions, buster swords, flamberges, and any other sword too large to wield in one hand.
Gauntlets – One step removed from unarmed combat. Often comes with boot reinforcements as well.
Clubs – Bludgeoning weapons, like maces, saps, cudgels, shillelaghs, morningstars, and escrima sticks.
Staves – Long bludgeoning weapons, usually favored by mages and travellers.
Polearms – Weapons involving five feet or more of haft. Includes spears, halberds, ranseurs, guisarms, glaives, naginata, and other such weapons.
Axes – Cleaving weapons of various sizes, such as hatchets, battleaxes, greataxes, or lochabers.
Missile Weapons – Mechanically-propelled projectiles, such as bows, longbows, crossbows, or slings.
Thrown Weapons – Physically-propelled projectiles like knives, shuriken, chakrams, handaxes, rocks, discus, javelins, iron lawn ornaments, or barnyard animals.
Firearms – Projectile weapons powered by gunpowder, steam, or magical energy. Includes pistols, rifles, shotguns, handcannons, machineguns, or similar devices.
Martial Arts – Several different styles of completely unarmed combat. Feel free to make up a name for your preferred style.
Martial Arts Weapons – Asiatic weapons often used in accompaniment to the martial arts. Examples include nunchaku, kamas, sais, jitte, siangham, three-section staves, and tonfa.
Flexible Weapons – Weapons made primarily of ropes or chains, such as the whip, spiked chain, manriki-gusari, kusari-gama, kau sin ke, kawanaga, grapple and chain, or barbed net.
Unique – Any weapon that does not come under any other heading, either because of rarity or strange nature. Selecting Unique gives you ability with only one selected weapon. Examples include gunblades, serpent-chain swords, double swords, boat anchors, and kitchen implements.
Page inflicted by Ron Stratton
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