Phabin

Right now this page contains a very rough outline of how I envision my character for the NON RPG.

Red Mage

In my attempts to try to link the storyline of Phabin from one game I play to the next. I figure the NON RPG can take place sometime after my FFXI adventures. I think I'm officially sticking it after PSO/PSU, but at this point I'll still classify him as a Red Mage of sorts. So at this point in the Phabin storyline, I'd like to have him be a Red Mage with some extra features, such as the Enchant Sword ability of Mystic Knights.

 

Weapons

1 handed swords preferred, Can also use daggers, clubs, and staves.

Enchant Sword can obviously only be used while a sword is equipped.

 

Spells

These spells are based off of their final fantasy counterparts.

  • Black Magic
    • Fire - Deals Fire Damage
    • Blizzard - Deals Ice Damage
    • Thunder - Deals Thunder Damage
    • Water - Deals Water Damage
    • Stone - Deals Earth Damage
    • Aero - Deals Air Damage
    • Poison - Poisons the target
    • Blind - Lowers the targets accuracy
    • Bio - Lowers the targets attack power
  • White Magic
    • Cure - Heals the target
    • Protect - Adds protection to the targets physical defense
    • Shell - Adds protection to the targets magical defense
    • Haste - Speeds up the target
    • Slow - Slows down the target
    • Paralyze - Disables the target
    • Silence - The target is unable to cast spells
    • Dia - Lowers the targets physical defense
  • Other
    • Phalanx - (self cast) - Raises Phabin's physical defense
  • Enchant Sword
    • For the actual enchanting of the sword, I'm going to do it a bit different then the offical Mystic Knights way. Basically when you choose to enchant the sword, you can enchant it with any spell that Phabin knows (except spells that can only be cast on Phabin such as Phalanx).
    • Fire, Blizzard, Thunder, Water, Stone, Aero - Enchanting with these spells merely changes the element of the sword.
    • Poison, Blind, Bio, Slow, Paralyze, Silence, Dia - Enchanting with these spells gives the sword a chance to inflict the target with the effect of the spell. You still do normal physical damage.
    • Cure - Enchanting with Cure turns the blade into a healing blade that heals whatever it slashes instead of damages. Damages Undead.
    • Protect, Shell, Haste - Just like the Poison, Blind, etc. enchantments, Enchanting with these spells gives the sword a chance to have the effect of the spell, however if trying to hit your allies to get the enchantment on them you will still do normal physical damage.
  • Double Cast
    • Another trademark ability of the Red Mage is the double cast ability. With this ability you'll be able to select two spells on one turn instead only one.

Shinigami

In NON Phabin is a shinigami, so I figured I could make use of the NON RPG to have the Red Mage version of Phabin killed where he will enter soul society and become a shinigami (blatent Bleach reference ^_^), eventually rejoining the rest of the group later in the game.

 

Weapons

Zanpakutou (Soul Slayer)
Shikai: ???
Bankai: ???

Can also use the same weapons as before, but won't be able to perform Shikai or Bankai unless the Zanpakutou is equipped.

Also, Since Phabin is now a Shinigami he can't use the spells he could as a Red Mage unless he has a magic staff equipped, then he will be able to cast the spells he once knew as a Red Mage.

 

Spells

Kidou (Demon Arts)

I'm basically just stealing these spells from the Bleach Anime as they show them off. Also they mention at some point in the show that the higher the number the spell is the harder it is to cast. So basically for a game, that translates to learning it at a later level and having it cost more MP. (Note: I copied the kanji and romanization from somewhere I don't remember, so I'm not entirely sure if the romanization part is correct).

  • Hado (Blast/Destructive Spells)
    • 4. 白雷 byakurai [white lightning]
    • 31. 赤火砲 sakaho [red flame cannon]
    • 33. 蒼火墜 sokatsui [blue fireball]
    • 54. 廃炎 haien [waste flame]
    • 63. 雷吼炮 raikoho [thunder roar cannon]
    • 73. 双蓮蒼火墜 souren sokatsui [twin lotus blue fire]
    • 90. 黒棺 kurohitsugi [black coffin]
  • Bakudo (Binding Spells)
    • 1. 塞 sai [Obstruction]
    • 9. geki
    • 58. 摑趾追雀 kakushitsuijaku [summoning of the tracking sparrows]
    • 61. 六杖光牢 rikujokoro [six rods prison of light]
    • 75. 五柱鉄貫 gochutetsukan [quintet of 1 kan iron pillars]
    • 77. 天挺空羅 tenteikura [heavenly rickshaws in silken air]
    • 99. 禁 kin [seal]
      • 99, part 2. 卍禁 bankin [great seal]
  • Other
    • 瞬歩 shunpo [Flash Step] - Possibly be used on the overworld map to move faster while consuming small amounts of MP.
    • 白伏 hakufuku [white crawl] - Knock out/put to sleep spell
    • 鏡門 kyomon [Mirror Door] - Difficult to break from the outside, easy to break from the inside
    • 反鬼 hanki [Reverse Demon] - This technique nullifies an opponent's movement by hitting them with a perfectly opposite surge of energy.

 

Shikai

The basic effect of activating shikai is to make the damage of the zanpakutou based off of the magic attack stat as opposed to the physical attack stat.

In general for my character I want the two stats to be somewhat close, but with an emphasis on magic attack so that when shikai is activated, there is a noticable boost in the amount of damage done.

Also, you must be in Shikai form before you will be able to activate Bankai.

 

Bankai

I currently have no ideas for bankai yet.

 

Story Ideas

  • ???