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Kobold-Bard
2010-11-14, 05:31 AM
I know this might be a bit presumptuous, but I figured a separate thread might be ideal for homebrew for Dust's awesome FFd6 system (http://www.giantitp.com/forums/showthread.php?t=173958), rather than clog up the pdf thread.

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Classes:

Chemist (http://www.giantitp.com/forums/showpost.php?p=9745903&postcount=164) by Mecharious

Magician (http://www.giantitp.com/forums/showpost.php?p=9760438&postcount=3) by Kobold-Bard

Scholar (http://www.giantitp.com/forums/showpost.php?p=9766791&postcount=26) by Kobold-Bard

Keymaster (http://www.giantitp.com/forums/showpost.php?p=9762263&postcount=11) by IcarusWings

Parivir (http://www.giantitp.com/forums/showpost.php?p=9763456&postcount=23) by Mecharious

Outlaw (http://www.giantitp.com/forums/showpost.php?p=9932691&postcount=71) by Creed

Fencer (http://www.giantitp.com/forums/showpost.php?p=9794999&postcount=44) by Temotei

Magic Gunner (http://www.giantitp.com/forums/showpost.php?p=10449541&postcount=127) by wiimanclassic

Trainer (http://www.giantitp.com/forums/showpost.php?p=10895080&postcount=133) by Kobold-Bard

Summoner (http://www.giantitp.com/forums/showpost.php?p=11841327&postcount=187) by BlackestofMages

Moogle Knight (http://www.giantitp.com/forums/showpost.php?p=11853389&postcount=188) by Kobold-Bard

Job/Shared Abilities

Trophy Kill (Ranger) (http://www.giantitp.com/forums/showpost.php?p=9924930&postcount=67) by Creed

Weapon Specialisation (Fighter) (http://www.giantitp.com/forums/showpost.php?p=10331964&postcount=115) by steelsmiter

Proteus (Dark Knight/Paladin) (http://www.giantitp.com/forums/showpost.php?p=10368550&postcount=116) by Namillus

Combative (Animal Companion) (http://www.giantitp.com/forums/showpost.php?p=10492685&postcount=128) by steelsmiter

Art of War (Fighter) (http://www.giantitp.com/forums/showpost.php?p=10709769&postcount=129) by steelsmiter

Amphibious, Magical, Steathy & Submarine (http://www.giantitp.com/forums/showpost.php?p=10895080&postcount=133) by Kobold-Bard

Races:

Hypello (http://www.giantitp.com/forums/showpost.php?p=9761954&postcount=10) by Kobold-Bard

Guado (http://www.giantitp.com/forums/showpost.php?p=9766000&postcount=24) by Temotei

Selkie (http://www.giantitp.com/forums/showpost.php?p=9788610&postcount=39) by Zansumkai

Clavats, Lilties & Yukes (http://www.giantitp.com/forums/showpost.php?p=9884690&postcount=64) Zansumkai

Statuses:

Tripped (http://www.giantitp.com/forums/showpost.php?p=11132471&postcount=142) by wiimanclassic

Limit Breaks:

Drown (http://www.giantitp.com/forums/showpost.php?p=9755778&postcount=178) by Temotei

Harmless (http://www.giantitp.com/forums/showpost.php?p=9760338&postcount=184) by Temotei

Elemental Slots & Spread (http://www.giantitp.com/forums/showpost.php?p=9760408&postcount=2) by Temotei

Staggering, Shattering, Exhausting, Long Range, Disabling, Fatal, Immobilising (http://www.giantitp.com/forums/showpost.php?p=9761854&postcount=7) by Mecharious

Bounty (http://www.giantitp.com/forums/showpost.php?p=9766179&postcount=25) by Temotei

Elemental Field (http://www.giantitp.com/forums/showpost.php?p=9895301&postcount=66) by DualShadow

Elemental Burst (http://www.giantitp.com/forums/showpost.php?p=9793475&postcount=43) by Creed

Concurrences (http://www.giantitp.com/forums/showpost.php?p=10389056&postcount=123) by steelsmiter

Weapon Qualities:

Quick Draw
Requires Tier Two
This weapon is extremely easy to draw, and may even have a magical property that accelerates your capability to equip it. You may equip this weapon, or switch it out with your existing weapon, in combat as an Instant Action. by Creed

Deflecting & Stable of Soul (http://www.giantitp.com/forums/showpost.php?p=9760580&postcount=4) by Creed

Flexible (http://www.giantitp.com/forums/showpost.php?p=11132471&postcount=142) by wiimanclassic

Items:

Mobile Synthesis Tools
<Either>
As Synthesis Tools, but cost 400gil
<or>
As Synthesis Tools, cost 300gil and suffer -1 penalty to Synth Rolls using them. by Kobold-Bard

Wind Spear (http://www.giantitp.com/forums/showpost.php?p=9788610&postcount=39) by Zansumkai

Brotherhood (http://www.giantitp.com/forums/showpost.php?p=9792754&postcount=42) by Temotei

Wraith's Skin (http://www.giantitp.com/forums/showpost.php?p=9793475&postcount=43) by Creed

Tournesol & Wyrmhero Blade (http://www.giantitp.com/forums/showpost.php?p=10060671&postcount=94) by Temotei.

Zodiac Spear (http://www.giantitp.com/forums/showpost.php?p=10374932&postcount=117) by Temotei

Sword of Gryffindor (http://www.giantitp.com/forums/showpost.php?p=11565031&postcount=152) by wiimanclassic

The Elder Wand (http://www.giantitp.com/forums/showpost.php?p=11591150&postcount=156) by TevensPotter

Invisibility Cloak, Resurrection Stone (http://www.giantitp.com/forums/showpost.php?p=11591271&postcount=157) by wiimanclassic

Sword-chucks (http://www.giantitp.com/forums/showpost.php?p=11901897&postcount=197) by Kobold-Bard

Deck of Many Things (http://www.giantitp.com/forums/showpost.php?p=12099746&postcount=200) by wiimanclassic

Monsters:

Sin (http://www.giantitp.com/forums/showpost.php?p=9770523&postcount=34) by Creed

Nettlehopper, Acrophies, Sandhorse (http://www.giantitp.com/forums/showpost.php?p=9788610&postcount=39) by Zansumkai

Angler Whelk (http://www.giantitp.com/forums/showpost.php?p=9803098&postcount=50) by Zansumkai

Ymer, the Whelk (http://www.giantitp.com/forums/showpost.php?p=11599212&postcount=158) by cilonrs

Assorted FFIV Monsters (http://www.giantitp.com/forums/showpost.php?p=11179717&postcount=145) by Der_DWSage

Monster Qualities:

Swarm (http://www.giantitp.com/forums/showpost.php?p=11298944&postcount=151) by steelsmiter

Grafts:

Golden Eye, Libra Eye (& Mk 2), Jet Pack (& Mk 2), Subdermal Armour (http://www.giantitp.com/forums/showpost.php?p=10220520&postcount=105) by steelsmiter

Claws (http://www.giantitp.com/forums/showpost.php?p=10255419&postcount=108) by steelsmiter

New/Alternate Rules

Final Fantasy III - Job Changing (http://www.giantitp.com/forums/showpost.php?p=11884861&postcount=196) by Kobold-Bard

Temotei
2010-11-14, 06:00 AM
Elemental Slots (1 Point)
This ability grants a limit break a random element. Roll 1d6 when the limit break is used and consult the following table to see the results. Taking this ability twice allows the player to replace two elements on the table with Holy and Shadow (or just one for one, if they choose). If Elemental Slots is combined with Elemental and the number rolled grants an element the limit break already has, roll again. If Elemental Slots is used more than once in a battle, the new element replaces the old one. This effect lasts until the battle ends or until it's replaced by a new element.


Roll (d6)
Element


1
Fire


2
Ice


3
Water


4
Lightning


5
Wind


6
Earth



Spread (3 Points)
This ability acts like Area Effect, except only one target takes the full effect--the rest take 50% of it. Spread cannot be combined with Area Effect, nor can it combine with any effects that do not have a numerical component, such as Piercing.

Kobold-Bard
2010-11-14, 06:22 AM
Magician

http://fc02.deviantart.net/fs30/f/2008/155/4/5/FF4___Tellah_by_Enkida.jpg
by Enkida on deviantart (http://enkida.deviantart.com/art/FF4-Tellah-87582019)

As Red Mage except where mentioned here

HP/level: +2
MP/level: +4
Weapons: Lose Blade
Armour: Lose Medium
Skill Points: 10
ACC: 0 + Dex
Eva: 7 + Dex

Spells: Gains the spell progression of a Time Mage

Epic Ability: Half MP Instant, Varies
Until the end of the session any spell the Magician casts requires only half it's normal MP cost. In addition the first Esper summoned either by the Magician or by the group the Magician is in whilst under this effect has it's Destiny cost reduced by 1 or 1/party member.

Innate Ability: Magic Standard, Varies
Magicians may cast spells from both the Black, Time & White schools of Magic.

Job Abilities:
Lose -
Charismagic
Spellblade
Allure
Natural Aptitude
Magic Burst
Crimson Seal
Sagacity

Gain -
Elemental Seal (Black Mage)
MP Stroll (White Mage)
Etherite (Time Mage)
Celestial Seal (As Crimson Seal, except Int Rating/session)
Go Down Casting:

For Magicians who take this ability, magic is their very reason to exist. Such trivialities as running out of MP won't stop them from using their hard earned power. If the Magician doesn't have enough MP to cast a spell they may instead expend HP equal to the MP needed to cast the spell + the spell's Tier (so a Fire Spell would require 7HP to be expended).

They may not mix and match MP & HP, if they use this ability they must pay the full amount required in HP. This ability cannot be used if casting a spell would reduce the Blue Mage to 0 HP or less

Legendary Accessory: Soma Drop
Magician Only. +6 Int, +4 Vit. By paying double the spell's MP cost the bearer may cast any spell they don't know from a magic type they can use. They cannot cast spells of a higher Tier than they can currently cast and this ability is not affected by the Half MP ability.

------------------------------------------------------------
Thoughts?

Creed
2010-11-14, 07:52 AM
Weapon properties

Deflecting
Requires Tier 4
This weapon had an exceptionally wide side, fit for deflecting ranged attacks. Whenever the user is attacked by a ranged attack, he may roll 2d6. The user adds half the roll to his armor until the attack resolves.

EDIT:

Stable of Soul
Requires Tier 4 Blade
The kami inside this Blade class weapon is strong, allowing it to preserve itself after being drawn out. When a Samurai Draws Out this weapon, there is an additional 25% chance that the blade will be preserved. This ability stacks with the Iaido Job Ability.

Mecharious
2010-11-14, 01:34 PM
Magician looks good, but Go Down Casting looks identical to the Blue Mage's Blood Price.

Kobold-Bard
2010-11-14, 01:39 PM
Magician looks good, but Go Down Casting looks identical to the Blue Mage's Blood Price.

Bugger, so it is. Except mine works on any opponent, not just one type. Hmm....

Made it HP = MP Cost+Spell Tier to make up for it. Seem ok?

Mecharious
2010-11-14, 01:57 PM
Seems about right. I have some limit break components...

Staggering (3 points)
Your next attack does 200% damage against the target. This cannot be a spell, and esper attack, or another limit break.

Shattering (4 points)
This is combined with physical or magical attack. The target loses armor or magic armor equal to your level until the end of the encounter. This may be taken twice to affect armor and magic armor.

Exhausting (4 point refund)
Using this limit break makes the user go to 0hp, and become unconscious. The character can be brought to positive hit points through normal means (life spells, phoenix downs, auto-life, etc.)

Long Range (1 point)
The limit break may be used at a long range.

Disabling (2 points)
This limit break prevents the target from using counter-attacks, or special defenses until the end of your next turn. It also removes non-automatic status buffs (such as haste, protect, etc.)

Fatal (6 point refund)
The character using this limit break goes to 0hp, and cannot be brought to positive hit points until the encounter is over. The character is not dead, but is still subject to a boss' No Mercy ability.

Immobilizing (3 points)
The target loses 2 EVA until the end of the combat.

Any look too powerful, not powerful enough?

Kobold-Bard
2010-11-14, 02:04 PM
I'd make Long Range 2 points. That's more useful than Short Range is a hindrance.

Mecharious
2010-11-14, 02:11 PM
Eh, I don't think so. There aren't that many opportunities where long range would make a difference over medium range (especially if you're using a limit break - you're probably somewhat close to the target). Short range is hardly a hinderance at all to melee characters, and ranged characters are probably staying within a medium range so they can hit with their powers.

Kobold-Bard
2010-11-14, 02:15 PM
Eh, I don't think so. There aren't that many opportunities where long range would make a difference over medium range (especially if you're using a limit break - you're probably somewhat close to the target). Short range is hardly a hinderance at all to melee characters, and ranged characters are probably staying within a medium range so they can hit with their powers.

But combine it with a group attack and a long range movement and you can fire a nuke basically.

Edit:

Hypello

http://media.giantbomb.com/uploads/8/80839/1362237-hypello_super.png

Hypello info at FFWiki (http://finalfantasy.wikia.com/wiki/Hypello)

Hypello get a +1 bonus on swimming checks, and can breath underwater (meaning they never need to hold their breath and can never drown). Also, because of their aquatic nature their ACC & EVA are 2 higher while underwater.

IcarusWings
2010-11-14, 03:10 PM
Keymaster

HP/Level: +5
MP/Level: N/A
Weapons: Blade, Arcane, Two Weapons, Huge, Thrown
Armour: Light, Medium
Skill Points: 14
ACC: 2 + STR or DEX rating
Eva: 6 + DEX rating

Spell Rank Level
1 1, 1, 4,
2 8, 12,
3 17, 22,
4 28

Epic Ability: Final Form For a number of rounds equal to your Keyblade’s tier, you are treated as having all Keymaster abilities, knowing all the spells they have access to, and having Drive Form active with all of its abilities applying. If an ability states that it can be taken multiple times to improve its effect, you gain the improved version.

Innate Ability: Keyblade – Passive, Self
The Keymaster’s primary power is their ability to summon a unique weapon called a Keyblade. The Keyblade is a weapon of a Tier equal to the Keymaster’s level divided by three (rounding up (minimum 1, maximum 8)) with abilities chosen by the Keymaster, except that it always gets one more weapon ability than a normal weapon of its tier would have (e.g. a tier 1 Keyblade would have one ability, a Tier 2-4 would have two, tier 5-6 three, tier 7 four, and tier 8 nine), and it always has the indestructible quality. The Keymaster chooses what weapon type their Keyblade is (with the exception of Two Weapons).
A Keymaster may summon their Keyblade to their hand as an instant action, regardless of where it is.

Job Abilities

Keychains – Slow, Self
Upon choosing this ability, the Keymaster gains a Keychain, a Keychain is a second set of abilities and/or weapon type for their Keyblade. A Keymaster may only have one set of abilities and/or type active at once, and changing between Keychains is a slow action. Every time their Keyblade increases a tier, a Keymaster gains an additional Keychain. The abilities of Keychains may not be changed after they are chosen.
A Keymaster may select this ability again to turn the act of changing Keychains into an instant action.

Key Magic – Standard, Varies
The Keymaster learns how to cast spells. They are now treated as having +1 MP/Level, gaining MP retroactively as well, and gaining spells as shown on their chart. They may learn spells from the Black, White, and Time Mage spell lists.

Combination Attack – Standard, Single/Multiple
The Keymaster has learned how to harness their speed and unleash flurries of blows in a devastating combo.
As a standard action, the Keymaster may make two attacks instead of just one. These attacks do not have to be against the same target.
If the Keymaster takes this ability a second time, they may make up to three attacks as a standard action.

Finisher – Instant, Varies
A Keymaster may only select this ability if they have the Combination Attack ability. If a Keymaster hits with all attacks in a Combination Attack he may apply any of these abilities to the final attack...

Zantetsuken: Your final attack deals damage as if it were a weapon three tiers higher.

Ars Arcanum: You may make another two attacks, you may not apply another finisher to these.

Brave Shot: All enemies within Short Range are knocked back a Short Distance.

Ragnarok: Your last attack deals damage to all enemies in short range equal to the normal damage of your Keyblade, but of the Holy elemental type.

This ability can only be used a number of times per session equal to your SPR rating.

Drive Form – Standard, Self
A number of times per session equal to their SPR rating, a Keymaster may unleash themselves and transform into a new form as a slow action. This form lasts for a number of rounds equal to twice the current tier of the Keymaster’s Keyblade or until the Keymaster chooses to stop it, whichever is sooner. A Drive Form has a number of abilities chosen by the Keymaster equal to the number of weapon abilities your keyblade currently has. These abilities are chosen by the Keymaster upon the taking of this ability, but a new one is chosen at every level where your Keyblade’s tier upgrades. The Abilities are chosen from this list...

Synch Blade: You gain a second Keyblade upon turning into the form. You may wield both of your keyblades at once under the Two Weapons category. The second Keyblade need not have the same abilities as your normal one, and you choose its abilities upon turning into the form.

Vortex: As a standard action, you may pull up to three enemies at a medium range into short range of you. They move through the most direct path, and if something is in the way then they stop.

Scan: You automatically know the current health of the last enemy you attacked.

MP Rage: Every time you successfully hit an enemy you regain MP equal to your Keyblade’s tier.

Combo Plus: You may make one extra attack per turn in a standard action, this stacks with the Combination Attack Job Ability.

Mobile Action: Moving a medium distance, once per round, is an Instant Action.

Retaliating Slash: When Knockback’d, you may attack an enemy within medium range with your Keyblade as if it was ranged.

Wisdom Shot: As a Standard action you may deal (SPR + Keyblade Tier) +2d6 damage of an element of your choice to an enemy within medium range.

Elemental: Your attacks deal damage of an element of your choice while in this form (if Holy is chosen then this takes up two ability slots).

You may take this Job Ability more than once, each time gaining a new Drive Form with new abilities that you choose. When you transform, you may choose which form you morph into.


Dodge Roll - Slow, Self
As a slow action a Keymaster may duck to the ground and roll rapidly. Upon making this action, the Keymaster is invulnerable from any attack, spell, or limit break, except ones that have the local target. Unlike normal slow actions, this cannot be interrupted.

Payback Raid - Instant, Single
Whenever you suffer the effects of Knockback, you may instantly make an attack against the person who caused the effect, even if they are outside of your normal range.

Last Chance - Permanent, Self
The Keymaster has amazing tenacity, and is marked by fate for the strength of his heart. He will not go down so easily. Whenever an attack would be enough to defeat you, it instead takes you to 1hp, unless you were already at 1hp, in which case you are knocked unconscious like normal.

Strike Raid - Slow, Multiple
As a slow action, you may throw your Keyblade along a savage stroke. You may make an attack against all targets along a straight line in any direction you choose, that extends up to a Medium Range.

Sliding Dash - Standard, Single
As a standard action you may move up to a Medium Range to a target of your choice and attack them. If you hit then the target suffers Knockback a Short Distance, but you may move with them so that you are next to them when they land.

Reversal - Instant, Single
A number of times per session equal to your SPR rating, whenever an enemy misses you with an attack, you may make an instant counterattack against them that bypasses their ARM.

Creed
2010-11-14, 03:13 PM
KEYBLADEMASTERWIN!:smallbiggrin:

IcarusWings
2010-11-14, 03:17 PM
KEYBLADEMASTERWIN!:smallbiggrin:

That was the reaction I was ideally going for :smallbiggrin:

It still needs about five more abilities and an epic ability though. Not sure what to do for them though. I was thinking something about opening/closing the heart of a world, I'm not sure what it would do though. Maybe the Keyblade of People's Hearts?

EDIT: Dodge Roll added as a Job Ability

Kobold-Bard
2010-11-14, 03:28 PM
Keymaster

HP/Level: +7
MP/Level: N/A
Weapons: Blade, Arcane, Two Weapons, Huge, Thrown
Skill Points: 14
ACC: 2 + STR or DEX rating
Eva: 6 + DEX rating

I'd make their health +5 - +6, Sora was never the most burly of people, and classes like Dragoons get +6.

What armour do they get?

Why Huge? In fact why anything except Blade & Two Weapons, since you're almost never going to use anything except the Keyblade anyway?


Spell Rank Level
1 1, 1, 4,
2 7, 10, 13
3 16, 20, 24
4 28

Epic Ability: Still in Progress


Innate Ability: Keyblade – Passive, Self
The Keymaster’s primary power is their ability to summon a unique weapon called a Keyblade. The Keyblade is a weapon of a Tier equal to the Keymaster’s level (rounding up (minimum 1)) with abilities chosen by the Keymaster, except that it always gets one more weapon ability than a normal weapon of its tier would have (e.g. a tier 1 Keyblade would have one ability, a Tier 2-4 would have two, tier 5-6 three, tier 7 four, and tier 8 nine), and it always has the indestructible quality. The Keymaster chooses what weapon type their Keyblade is (with the exception of Two Weapons).
A Keymaster may summon their Keyblade to their hand as an instant action, regardless of where it is.

lolwut? It's a tier = Keymasters level? So you can have a Keyblade that does (Strx30)+2d6 damage? Even if this caps at Tier 8 that's still way too early to be getting that.

Also what type of weapon is the Keyblade? I'd assume Blade, but maybe Arcane?

If it's getting Indestructable for free, why do they get another bonus ability on top of what anyone else would get?


Job Abilities

Keychains – Slow, Self
As a Slow action, a Keymaster may rechoose a all of their Keyblades weapon abilities, and/or they may change the weapon type of their Keyblade to any other weapon type (except Two Weapons). This new set of abilities and type remains until the Keymaster reuses this ability to change it again.
A Keymaster may select this ability again to turn it into a standard action, and a third time to turn it into an instant action.

Give this a limit. Spr Rating/session maybe?


Key Magic – Standard, Varies
The Keymaster learns how to cast spells. They are now treated as having +3 MP/Level gaining MP retroactively as well, and gaining spells as shown on their chart (also retroactively if this ability is taken after level one). They may learn spells from the Black, White, and Time Mage spell lists.

The Freelancer doesn't get retroactive spells, why should the Keymaster?

Also, by taking this you are automatically better at being a Red Mage than the Red Mage, because while your spell progression suffers slightly your combat ability is way better.


Combination Attack – Standard, Single/Multiple
The Keymaster has learned how to harness their speed and unleash flurries of blows in a devastating combo.
As a standard action, the Keymaster may make two attacks instead of just one. These attacks do not have to be against the same target.
If the Keymaster takes this ability a second time, they may make up to three attacks as a standard action.

Looks cool.


Finisher – Instant, Varies
A Keymaster may only select this ability if they have the Combination Attack ability. If a Keymaster hits with all attacks in a Combination Attack he may apply any of these abilities to the final attack...

Zantetsuken: Your final attack deals damage as if it were a weapon three tiers higher.

Ars Arcanum: You may make another two attacks, you may not apply another finisher to these.

Brave Shot: All enemies within Short Range are knocked back a Short Distance.

Ragnarok: Your last attack deals damage to all enemies in short range equal to the normal damage of your Keyblade, but of the Holy elemental type.

These look ok, but again should probably have a limit, again maybe Spr Rating/session.


Drive Form – Standard, Self
A Keymaster may unleash themselves and transform into a new form. This form lasts for a number of rounds equal to twice the current tier of the Keymaster’s Keyblade or until the Keymaster chooses to stop it, whichever is sooner. A Drive Form has a number of abilities chosen by the Keymaster equal to the number of weapon abilities your keyblade currently has. These abilities are chosen by the Keymaster upon the taking of this ability, but a new one is chosen at every level where your Keyblade’s tier upgrades. The Abilities are chosen from this list...

Synch Blade: You gain a second Keyblade upon turning into the form. You may wield both of your keyblades at once under the Two Weapons category. The second Keyblade need not have the same abilities as your normal one, and you choose its abilities upon turning into the form.

Vortex: As a standard action, you may pull up to three enemies at a medium range into short range of you. They move through the most direct path, and if something is in the way then they stop.

Scan: You automatically know the current health of the last enemy you attacked.

MP Rage: Every time you successfully hit an enemy you regain MP equal to your Keyblade’s tier.

Combo Plus: You may make one extra attack per turn in a standard action, this stacks with the Combination Attack Job Ability.

Mobile Action: Moving a medium distance is an Instant Action.

Retaliating Slash: When Knockback’d, you may attack an enemy within medium range with your Keyblade as if it was ranged.

Wisdom Shot: As a Standard action you may deal (SPR + Keyblade Tier) +2d6 damage of an element of your choice to an enemy within medium range.

You may take this Job Ability more than once, each time gaining a new Drive Form with new abilities that you choose. When you transform, you may choose which form you morph into.


I'd adjust this a bit & turn it into the Epic Ability personally, Drive Form seems to fit that.

Mobile Action needs a "1/turn" limit because you can make as many Instant actions as you wish.

-----------------------
Just my thoughts, take as you will.

Though I must say, thank you so much for doing the Keymaster. The concept kicks butt :smallbiggrin:

IcarusWings
2010-11-14, 03:41 PM
I'd make their health +5, Sora was never the most burly of people (eg. Dragoons get +6).

Fair enough, consider it changed


What armour do they get?

Whoops, left that out. It's Light and Medium. Fix'd.


Why Huge? In fact why anything except Blade & Two Weapons, since you're almost never going to use anything except the Keyblade anyway?

Those proficiencies are there so that if a Keymaster wants to be able to use their Keyblade as, say, a Huge weapon, or to throw it (both of which they can do, as the Keychain ability can change weapon type), they can do it without a pesky -4 penalty.


lolwut? It's a tier = Keymasters level? So you can have a Keyblade that does (Strx30)+2d6 damage? Even if this caps at Tier 8 that's still way too early to be getting that.

*Facepalm*
It's supposed to be level divided by three, rounding up. So the earliest you could get tier 8 was 24, which I thought was about right.


Also what type of weapon is the Keyblade? I'd assume Blade, but maybe Arcane?

You can choose, it says right there in the text.


If it's getting Indestructable for free, why do they get another bonus ability on top of what anyone else would get?

The indestructible and free ability are their so that the Keyblade is better than a normal weapon of it's tier.


Give this a limit. Spr Rating/session maybe?

I wouldn't have thought it would need a limit. It's just a weapon change, it's not all that OP.


The Freelancer doesn't get retroactive spells, why should the Keymaster?

Fair enough, do you think I should keep the MP retroactive though?

Looks cool.




These look ok, but again should probably have a limit, again maybe Spr Rating/session.

Consider it done


I'd adjust this a bit & turn it into the Epic Ability personally, Drive Form seems to fit that.

Do you think so? I see you're logic, but I don't think it should be a rare occurence to be able to go into Drive Form


Mobile Action needs a "1/turn" limit because you can make as many Instant actions as you wish.

Whoops, forgot that.

Cheers for the critique

Kobold-Bard
2010-11-14, 03:51 PM
Fair enough, consider it changed.

Whoops, left that out. It's Light and Medium. Fix'd.

Cool.


Those proficiencies are there so that if a Keymaster wants to be able to use their Keyblade as, say, a Huge weapon, or to throw it (both of which they can do, as the Keychain ability can change weapon type), they can do it without a pesky -4 penalty.

So the Keyblade can be any type of weapon rather than just a blade. I suppose I can live with that.


*Facepalm*
It's supposed to be level divided by three, rounding up. So the earliest you could get tier 8 was 24, which I thought was about right.

Ahh. Yes that. much better.


You can choose, it says right there in the text.

I thought you could only choose the Keyblade's abilities, not it's form. Fair enough.


The indestructible and free ability are their so that the Keyblade is better than a normal weapon of it's tier.

By being both Indestructible, free and free to upgrade (meaning you can spend more on other stuff) it's already better than a normal weapon. But I can let this go.


I wouldn't have thought it would need a limit. It's just a weapon change, it's not all that OP.

This ability let's you pick the perfect abilities for every situation. It's that reason that Wizards are OP in D&D. I prsonally think there should be a limit so there's still some skill required in picking abilities, but it's your call.


Fair enough, do you think I should keep the MP retroactive though?

MP is always retroactive in every class. You recalculate your HP & MP from scratch at each level up.

Personally I'd limit them to Level 3 spells so the Red Mage still has something going for them.


Consider it done

Cool.


Do you think so? I see you're logic, but I don't think it should be a rare occurence to be able to go into Drive Form

Seems like an appropriate Epic Ability, tapping into the true power of the Keyblade.


Whoops, forgot that.

Cool.

IcarusWings
2010-11-14, 04:39 PM
So the Keyblade can be any type of weapon rather than just a blade. I suppose I can live with that.

If you really think it's better I'll make it so it's always a blade originally, but I still think that it should be able to be changed via Keychains.



By being both Indestructible, free and free to upgrade (meaning you can spend more on other stuff) it's already better than a normal weapon. But I can let this go.

Fair enough, I'll remove the free ability, but keep indestructible


This ability let's you pick the perfect abilities for every situation. It's that reason that Wizards are OP in D&D. I prsonally think there should be a limit so there's still some skill required in picking abilities, but it's your call.

I don't think it's quite wizard-level, but I see your point. I think SPR rating is a bit low though, twice SPR rating?


MP is always retroactive in every class. You recalculate your HP & MP from scratch at each level up.

Oh yeah... :smallredface:


Personally I'd limit them to Level 3 spells so the Red Mage still has something going for them.

Fair enough


Seems like an appropriate Epic Ability, tapping into the true power of the Keyblade.

True, I'm just not quite sure I want it to be such a rare occurence as being an Epic Ability would make it.

Also, any thoughts on dodge roll, the new ability?

Mecharious
2010-11-14, 04:43 PM
I don't think the Keyblade should be able to be a higher tier than 8, though. That seems to be a hard limit. It could be level/4 rounding up, which would get you access at level 29.

Kobold-Bard
2010-11-14, 04:49 PM
If you really think it's better I'll make it so it's always a blade originally, but I still think that it should be able to be changed via Keychains.

Nah keep it. They let you pick staff, sword or shield at the start, seems like a fair ability.


Fair enough, I'll remove the free ability, but keep indestructible

Coolio.


I don't think it's quite wizard-level, but I see your point. I think SPR rating is a bit low though, twice SPR rating?

Cool.


Oh yeah... :smallredface:

Fair enough.

Coolio.


True, I'm just not quite sure I want it to be such a rare occurence as being an Epic Ability would make it.

Fair enough :smallsmile:
What are you planning for an Epic Ability instead?


Also, any thoughts on dodge roll, the new ability?

Seems ok, though I can't really unify "dodging quickly" taking a Slow action, if you understand. Though without a mechanic for taking actions on other people's turns that's probably the best way. Also, mention in it that it only lasts 1 round, as it is now it reads that you take a slow action and become invulnerable indefinitely.

IcarusWings
2010-11-14, 05:02 PM
I don't think the Keyblade should be able to be a higher tier than 8, though. That seems to be a hard limit. It could be level/4 rounding up, which would get you access at level 29.

It can't go above tier 8, there is no tier 9, should probably clarify that though... thanks for the catch.


Fair enough
What are you planning for an Epic Ability instead?

I'm not sure, Final Form would be my first choice, but that doesn't work if Drive Gauge is a Job Ability. Maybe something to do with opening the doors to the worlds?

Ideas are welcomed, as well as ideas for more Job Abilities.

DualShadow
2010-11-14, 05:43 PM
Keymaster


Keychains – Slow, Self
As a Slow action, a Keymaster may rechoose a all of their Keyblades weapon abilities, and/or they may change the weapon type of their Keyblade to any other weapon type (except Two Weapons). This new set of abilities and type remains until the Keymaster reuses this ability to change it again.
This ability may be used a number of times per session equal to the Keymaster's SPR rating.
A Keymaster may select this ability again to turn it into a standard action, and a third time to turn it into an instant action.


I have a suggestion on that, each time you pick the Keychains Job ability you gain a Keychain and on that Keychain you pre-pick that abilities that will go on that perticular Keychain, picking new abilities as the Keyblade Master gains LV. This will allow you to get versatility and a closer ressemblence to the keychains in the games.

Kobold-Bard
2010-11-14, 05:55 PM
I have a suggestion on that, each time you pick the Keychains Job ability you gain a Keychain and on that Keychain you pre-pick that abilities that will go on that perticular Keychain, picking new abilities as the Keyblade Master gains LV. This will allow you to get versatility and a closer ressemblence to the keychains in the games.

I like this idea actually.

Don't forget to actually change the spell progression/Key Tier = Level/3 etc.

If you're dead set on not using Drive Form for the Epic Ability, maybe you unlock the doorways between the world an the Void (since it inherently exists in every game world), turning you into Anti-Form (http://kingdomhearts.wikia.com/wiki/Anti_Form).

While in Anti Form you can't cast spells but all your stats double. While in anti form you can use a special Anti-Limit Break (10 pointer, chosen each time the form is entered) each round without cost, and it lasts for 4 rounds.

Mechanics may be rubbish, but it's an idea.

Mecharious
2010-11-14, 06:17 PM
Parivir (Samurai variant)

StatisticsAs samurai, with the following exceptions:
Armor: Light instead of Heay.
EVA: 8 + Dex or Spr

Epic Ability: Spirit Vessel(Instant/Self) The parivir's body becomes possessed by the spirit in his blade, granting the character new abilities. When Spirit Vessel is activated, all negative status effects (including unconsciousness) are removed from the parivir, and the character is brought to full hit points. This may be be used when it is not the parivir's turn, and even if the character is affected by stun, fear, charm, or confuse.

While the spirit is in possession, the parivir does one extra step of damage, and gains additional combat abilities based on the element of the kami in the blade:

Wind: The parivir may make slow attacks as standard attacks.
Earth: The parivir's armor increases by twice their level
Water: The parivir's magic armor increases by twice their level
Fire: The parivir gains an extra use of piercing strike
Ice: Enemies hit by the parivir become slowed
Lightning: The parivir may counterattack any short-range attacks made against them
Holy: The parivir is immune to status effects
Shadow: Enemies hit by the parivir become blinded.

The spirit remains in the parivir's body for a number of turns equal to the parivir's spirit rating. When it leaves, the parivir's blade no longer has a kami, and may not be used with Draw Out.

Innate Ability - Draw Out/Unburdened Soul (As samurai)

Job AbilitiesThe parivir loses access to armor break, power break, speed break, soul break, magic break, and I****oken
The parivir may still chose Flawless Form, Iaido, Warding Circle, Third Eye, and Two-Handed Grip.

New Job AbilitiesHoarfrost Blade (Standard/Single) - The parivir's blade is surrounded with light-blue motes of energy that slow the enemy's movements. The parivir makes an attack with a blade, and if it connects, the deals one step higher ice damage and lowers the target's evasion by two points. This evasion penalty cannot stack with itself. This is useable a number of times per session equal to the parivir's INT rating.

Wind Slash(Standard/Single) - Powerful parivir are able to slash their blades at the air itself, causing powerful bursts of wind to damage their opponents. The parivir makes a blade attack, but is allowed to make it at a medium range. This attack calculates damage normally based on the blade's tier, except it always does wind damage. This is useable a number of times per session equal to the parivir's DEX rating.

Lifethread Blade(Standard/Single) - The parivir's blade becomes shadowy and fluid, being able to make devastating attacks that don't leave a mark. The parivir makes an attack with their blade, except the damage is shadow and is based on Spirit, not strength, and targets MARM. If the target of this ability dies, the parivir recovers health equal to twice their level. This ability has no effect on constructs and is useable a number of times per session equal to the parivir's VIT rating.

Shimmering Blade(Instant/Single) - After landing a blow, the parivir's blade explodes with light, disorienting the target of their attack. A parivir may use this ability after hitting a target, but before rolling damage. If this ability is used, the attack does half damage, but the target loses 1 ACC until the end of the encounter. This does not stack with itself.

Skyfury Blade(Slow/Single) - Static electricty charges around the parivir, shocking an enemy hit by the parivir's blade. At the end of this slow action, if the target is within a short range, the parivir makes an attack against the target that does half lightning damage, and stuns the target for one round. This ability can be used a number of times per session equal to the parivir's SPR rating.

Exotic Style(Special) - While most parivir and samurai prefer the elegance of a blade, some have learned a special style that allows them to utilize special weapons such as the Naginata. If this ability is selected, the parivir may treat reach weapons as blades for the purpose of their special abilities. At the GM's discretion these reach weapons may also contain kamis for the parivir's innate and epic abilities. In addition, the parivir gains +1 ACC regardless of what weapon they use.


Legendary Accessory: Crimson Tear+6 STR, +4 SPR - If the parivir uses DEX to calculate evasion, the character may add half their SPR rating to EVA. If the parivir uses SPR to calculate evasion, the character may add half their DEX rating to EVA. In addition the parivir gains an extra use of Hoarfrost Blade, Skyfury Blade, and Lifethread Blade per session if the parivir has access to those abilities.

Temotei
2010-11-15, 02:07 AM
Note: Simply remove the bonuses section if you're playing the newer version of FFd6.


Guado

Guado are humanoid beings with a connection to the supernatural. They have pointy ears and markings on their skin, which are usually blue. Guado have ridiculously long arms and legs, with huge hands to match, and they stand between average Hume height and tall Elvaan height. Telling the Guado apart may be difficult--they tend to look similar, with the genders having little difference between them, and most Guado sporting bizarre hairstyles and low-toned, melodic voices.

Typical Height
1.6 - 2.1m

Typical Weight
75 - 105kg (Male)
70 - 100kg (Female)

Hair Colors
Blue, green, orange

Eye Colors
Blue, green, grey

Lifespan
Young is 11 - 21 years old.
Average is 22 - 70 years old.
Old is 71 - 105 years old.

Society
Guado civilization leans heavily on religious and spiritual structures. This brings the race together, strengthening their inner ties. However, this equally separates the Guado from other races, making them a seclusive race grouped in a small number of places.
Guado are distant, seeming distracted constantly. In truth, they're usually in constant deep thought. Unfortunately, this can have unfortunate consequences in that they might be a little too absorbed to properly observe their surroundings. The Guado are always calm, their emotions kept perfectly in check.

Roleplaying
Guado do not often become adventurers, not seeing a point in becoming such a thing. Those who do are often exceptions to the race, being less thoughtful and perhaps less calm. This isn't a hard and fast rule, of course.
A Guado is often a very helpful party member, as well as a good companion, providing insight into situations where others might fail, as they see the world differently.

Language
The Guado's language is graceful and poetic, with fluff filling every thought. It's spoken quickly and flowingly, making it difficult to master. As well, most Guado do not speak it in front of non-Guado, which makes it even more difficult to properly learn. A Language check made for the Guado language is of challenging (11) difficulty.

Bonuses
The Guado are extremely speedy, granting them the ability to move a Medium range instead of a Short range with an Instant action. Guado are also acutely aware of the supernatural undead, allowing them to sense undead creatures. This grants a +1 bonus on Awareness checks made to notice or identify undead, and reduces the risk of preemptive attacks by undead at the GM's discretion.

Jobs
Guado tend to connect to magic in some way, though black magic, white magic, and geomancy are the most commonly used. Red Mage is an extremely common job among the Guado. Some Guado, however, fall back on the strength of their massive hands and long arms, becoming Monks. Guado Entertainers aren't uncommon, either.

Temotei
2010-11-15, 03:26 AM
Bounty (7 Points)
Using a limit break with this ability grants a bonus at the end of the battle. Roll 1d6 and consult the following table for the effect, which is in addition to the normal benefits of winning the encounter. Combining Bounty with Area Effect grants the given effect to every party member. Using this ability more than once will not grant multiple effects; the newest effect is the only one that applies.



Roll
Bonus


1
100 Gil


2
Full HP and MP


3
50 Gil Per Character Level


4
1 Additional Use of a Job Ability or Weapon Property Ability This Session


5
1 EXP


6
1 Destiny

Kobold-Bard
2010-11-15, 08:51 AM
Scholar

http://www.modojo.com/media/features/118/scholar.jpg

Scholars are academics that travel the world seeking out new knowledge and forgotten lore. While far from the toughest or most dangerous of opponents, Scholars should not be underestimated. After all, the saying "Knowledge is Power" becomes very literal where they are concerned.

Scholars often carry large, intricately designed Tomes with them, that serve the dual purpose of giving them a record of their journey, but also many can be used as a weapon, perhaps firing razor sharp leaves of paper (if a Ranged weapon) or unleashing words right off the page (if an Arcane Weapon).

HP/Level: +3
MP/Level: +2
Weapons: Arcane, Ranged
Armour: Light, Medium
Skill Points: 18
ACC: 1 + DEX
EVA: 6+ DEX or INT

{table]Spell Rank|Level
1|1, 4, 8
2|12, 16
3|20, 24[/table]

Epic Ability: Eidetic Recall Varies, Varies
By using this ability the Scholar is able to call to mind every scrap of information that fills their brain simultaneously. For a number of rounds equal to their SPR rating or 4 rounds (whichever is longer), they are considered to have access to every job ability of every job; they merely attempt to use the ability and it becomes so.

They do not gain other job's Epic or Innate abilities, and nor do they have access to any Shared abilities they don't already possess and may only have a single Passive ability active at a time (changeable 1/round). Any ability with a duration longer than the duration of Eidetic Recall automatically ends when Eidetic Recall does.

Innate ability: Study Single, Varies
By combining current observations with previously acquired knowledge the Scholar can ascertain just about everything about a target. The Scholar may either make a quick assessment that takes only a Standard action to complete, or may take a Slow action to conduct a more thorough as assessment.

Standard:
If used on a creature the Scholar learns their current and max HP & MP total, their level & Job (if applicable), their ARM, M. ARM & EVA and what item they hold.

If used on an object the Scholar learns it's Tier (if applicable) and it's effect/special qualities (as the Analyse spell).

Slow:
If used on a creature the Scholar learns everything they would with a standard action, as well as all the targets special qualities & abilities (Job abilities if not a monster).

If used on a weapon, some armour or a shield they learn everything they would with a standard action & may use it without penalty for a number of rounds equal to their INT Rating even if they aren't proficient.

If used on another item they learn everything they would with a standard action & may roll 2d6+(Int Rating) against the Synth DC of the Item. If it succeeds they utilise esoteric knowledge of the item and may double it's potency. They must roll again each time they try this with a particular item.

Job Abilities:
Eldritch Knowledge: Varies, Standard
The Scholar has a keen interest in magic and has learned the trick to casting a spell or two.

They gain the spell progression shown above (though they don't gain spells retroactively). They may cast spell of the Black or White schools.

Abomination Fascination: Varies, Standard
The Scholar has a particular fascination with the monsters that roam the world.

They gain the spell progression shown above (though they don't gain spells retroactively).

From now on if they have performed a Slow action Study of a creature and are subject to an effect that a Blue Mage could learn before the end of the encounter they may learn the spell the next time they could gain a spell (see above spell progression) if they can make an INT Rating check against a DC of 9+the monster's level. While they know a spell they gain a +1 to ACC against the type of enemy they learned the spell from.

Scholar's may only ever learn a single Blue Magic at a time, if they wish to learn another they must permanently expend a spell slot of the former spell's level (so they have 1 spell slot less than the above table says each day from now on) and permanently forget that spell (meaning they can never re-learn it later).

Boon of Education: Instant, Self
Knowledge for the sake of knowledge is all well and good, but being able to put that knowledge to use is better.

After Studying a creature with a Slow action you treat either it's EVA or ACC as reduced by an amout equal to your SPR Rating or their ARM or M. ARM as reduced by your SPR score until the end of the encounter when calculating the results of your own or their actions.

The Scholar may only have this active on one target at a time, and must Study a new target after this ability's previous activation before making them the target of this ability.

Educate the Masses: Standard, Group
Knowledge is Power, so you must take care not to give too much away. However no man is an island, and sharing your wisdom is often the smarter course.

After studying a creature with a Slow action you may pass on your findings to your allies. You and your allies treat either it's EVA, ACC, ARM or M. ARM (each ally chooses individually) as reduced by an amout equal to your SPR Rating for 2 rounds, after which the opponent will recognise this and inherently adjust it's combat style to conflict with the Scholar's instructions.

This does not stack with (and in fact cancels out) the reductions from Boon of Education, and may only be used 1/session on each target.

Fountain of Knowledge: Self, Instant
Scholars are walking, talking encyclopaedias, informed on just about every subject imaginable.

Those with this ability may put ranks into the unique skill Lore (Everything). They may use this skill in place of a tradional Lore skill on just about any subject imaginable, both the ones mentioned in the Skills section and any others besides (eg. Lore (Recipes) or Lore (Nicknames of Royalty).

Natural Aptitude
As the Red Mage Ability

Counter Intelligence: Single, Instant
Unlike most intellectuals, Scholar's may give their insights real force, potentially crippling an opponent.

After Slow Studying a target the Scholar instructs his allies of how to overcome their opponent. In game terms the target loses one special quality (such as Fire Immunity, Flight or Unusual defence) of the Scholar's choice for 4 rounds and is stripped of all positive status effects (automatic statuses such as Auto-Shell are only supressed for 4 rounds instead).

This ability may be used 1/Spr Rating per session.

Words of Power: Single, Slow
When spoken by a Scholar, words take on significant strength.

By making a Perform check against a DC = the target's level, the Scholar can inflict (Int x 1/2 Scholar Level [rounded up]) damage to a target. This may be used at Long range.

By forgoing the damage of this ability, the Scholar may instead make their words slip into the target's subconscious, influencing them. Until the end of the session the target obeys the Scholar's commands to the best of it's ability. While it may fight for the Scholar, it will never do anything suicidal such as go up against a Notorious, boss or end boss monster. Bosses and end bosses are immune to this ability.

They may use this ability 1/Int Rating per session, but may only succeed on possessing a target once/session.

Esoterica Magnifica: Self, Passive
Scholar's know every trick in the book, mostly because they own the book, have gone over it with a fine tooth comb and could recite it to you if you asked them to.

Spells cast by the Scholar have their MP costs reduced by the highest rank of spells they can currently cast. In addition 1/session, they can gain an additional use of any ability that is normally limited.



Legendary Accesory: Grimoire of the Rift
Scholar Only. +6 Int, +4 Spr. The amount a target's ACC, EVA, ARM & M. ARM is reduced by a Scholar's abilities is doubled. They may also use Words of Power to possess a target as many times as they have uses, rather than 1/session.

---------------------------------
Needs more Job abilities, but my computer is playing up, so I wanted to get it posted in case it crashed.

Thoughts?

IcarusWings
2010-11-15, 12:54 PM
I have a suggestion on that, each time you pick the Keychains Job ability you gain a Keychain and on that Keychain you pre-pick that abilities that will go on that perticular Keychain, picking new abilities as the Keyblade Master gains LV. This will allow you to get versatility and a closer ressemblence to the keychains in the games.

Added roughly. After choosing the Job Ability, you gain a new Keychain every time your Keyblade's tier increases now. Retaking the Job Ability allows you to change Keychains as an instant action rather than a slow one.


Don't forget to actually change the spell progression/Key Tier = Level/3 etc.

Done, but kept one level 4 spell at level 28, which is only accessible if it's the first ability you take.



If you're dead set on not using Drive Form for the Epic Ability, maybe you unlock the doorways between the world an the Void (since it inherently exists in every game world), turning you into Anti-Form.

While in Anti Form you can't cast spells but all your stats double. While in anti form you can use a special Anti-Limit Break (10 pointer, chosen each time the form is entered) each round without cost, and it lasts for 4 rounds.

Maybe, it doesn't really suit Anti-Form though, as in the game it's supposed to be something you don't really want.

Onto some critiques...


Pavirir

Statistics

As samurai, with the following exceptions:
Armor: Light instead of Heay.
EVA: 8 + Dex or Spr

Seems fine


Epic Ability: Spirit Vessel
Spoiler
(Instant/Self) The parivir's body becomes possessed by the spirit in his blade, granting the character new abilities. When Spirit Vessel is activated, all negative status effects (including unconsciousness) are removed from the parivir, and the character is brought to full hit points. This may be be used when it is not the parivir's turn, and even if the character is affected by stun, fear, charm, or confuse.

While the spirit is in possession, the parivir does one extra step of damage, and gains additional combat abilities based on the element of the kami in the blade:

Wind: The parivir may make slow attacks as standard attacks.
Earth: The parivir's armor increases by twice their level
Water: The parivir's magic armor increases by twice their level
Fire: The parivir gains an extra use of piercing strike
Ice: Enemies hit by the parivir become slowed
Lightning: The parivir may counterattack any short-range attacks made against them
Holy: The parivir is immune to status effects
Shadow: Enemies hit by the parivir become blinded.

The spirit remains in the parivir's body for a number of turns equal to the parivir's spirit rating. When it leaves, the parivir's blade no longer has a kami, and may not be used with Draw Out.

This seems cool, can't see any glaring problems.


Hoarfrost Blade (Slow/Single) - The parivir's blade is surrounded with light-blue motes of energy that slow the enemy's movements. The parivir makes an attack with a blade, and if it connects, it deals ice damage and lowers the target's evasion by two points. This evasion penalty cannot stack with itself.

Is this a permanent lower of EVA? If yes then this is pretty powerful, if no then this should be fine.

Aaaaaaaand The Scholar


HP/Level: +3
MP/Level: N/A
Weapons: Arcane, Ranged
Armour: Light, Medium
Skill Points: 18
ACC: 1 + DEX or STR
EVA: 6+ DEX or INT

Fine so far


Spell Rank Level
1 1, 4, 8
2 12, 16
3 20, 24

That's a pretty low list of spells, but that might just be me


Epic Ability: Eidetic Recall Varies, Varies
By using this ability the Scholar is able to call to mind every scrap of information that fills their brain simultaneously. For a number of rounds equal to their SPR rating or 4 rounds (whichever is longer), they are considered to have access to every job ability of every job; they merely attempt to use the ability and it becomes so.

They do not gain other job's Epic or Innate abilities, and nor do they have access to any Shared abilities they don't already possess. Any ability with a duration longer than the duration of Eidetic Recall automatically ends when Eidetic Recall does.

Cool and interesting, which is all you really need for epic. Balance can pretty much be thrown out the window :smallbiggrin:


Innate ability: Study Single, Varies
By combining current observations with previously acquired knowledge the Scholar can ascertain just about everything about a target. The Scholar may either make a quick assessment that takes only a Standard action to complete, or may take a Slow action to conduct a more thorough as assessment.

Standard:


If used on a creature the Scholar learns their current and max HP & MP total, their level & Job (if applicable), their ARM, M. ARM & EVA and what item they hold.

If used on an object the Scholar learns it's Tier (if applicable) and it's effect/special qualities (as the Analyse spell).

Slow:

If used on a creature the Scholar learns everything they would with a standard action, as well as all the targets special qualities & abilities (Job abilities if not a monster).

If used on a weapon, some armour or a shield they learn everything they would with a standard action & may use it without penalty for a number of rounds equal to their INT Rating even if they aren't proficient.

If used on another item they learn everything they would with a standard action & may roll 2d6+(Int Rating) against the Synth DC of the Item. If it succeeds they utilise esoteric knowledge of the item and may double it's potency. They must roll again each time they try this with a particular item.

Nice, I like the using weapons after studying them

Job Abilities:

[quote]Eldritch Knowledge: Varies, Standard
The Scholar has a keen interest in magic and has learned the trick to casting a spell or two.
Their MP/level becomes +2 and they gain the spell progression shown above (though they don't gain spells retroactively). They may cast spell of the Black or White schools.

Fine, but I still think their list is pretty low


Abomination Fascination: Varies, Standard
The Scholar has a particular fascination with the monsters that roam the world.
Their MP/Level becomes +2 (if it isn't already) and they gain the spell progression shown above (though they don't gain spells retroactively).
From now on if they have performed a Slow action Study of a creature and are subject to an effect that a Blue Mage could learn before the end of the encounter they may learn the spell the next time they could gain a spell (see above spell progression) if they can make an INT Rating check against a DC of 9+the monster's level. While they know a spell they gain a +1 to ACC against the type of enemy they learned the spell from.
Scholar's may only ever learn a single Blue Magic at a time, if they wish to learn another they must permanently expend a spell slot of the former spell's level (so they have 1 spell slot less than the above table says each day from now on) and permanently forget that spell (meaning they can never re-learn it later).

So... same as above, but with Blue Magic? Ok.


Boon of Education: Instant, Self
Knowledge for the sake of knowledge is all well and good, but being able to put that knowledge to use is better.
After Studying a creature with a Slow action you treat either it's EVA, ACC, ARM or M. ARM as reduced by an amout equal to your SPR Rating until the end of the encounter when calculating the results of your own actions.
The Scholar may only have this active on one target at a time, and must Study a new target after this ability's previous activation before making them the target of this ability.

Ok, this is mostly gonna see use with ranged weapons and spells as this guy ain't standin' up in melee. What benefit does the enemy having low ACC give to your own rolls?


Educate the Masses: Standard, Group
Knowledge is Power, so you must take care not to give too much away. However no man is an island, and sharing your wisdom is often the smarter course.
After studying a creature with a Slow action you may pass on your findings to your allies. You and your allies treat either it's EVA, ACC, ARM or M. ARM (each ally chooses individually) as reduced by an amout equal to your SPR Rating for 2 rounds, after which the opponent will recognise this and inherently adjust it's combat style to conflict with the Scholar's instructions.
This does not stack with (and in fact cancels out) the reductions from Boon of Education, and may only be used 1/session on each target.

This is strictly better than Boon of Education, saw the time limit. It's a bit similar to Boon of Education though (state the obvious), and therefore a bit boring


Fountain of Knowledge: Self, Instant
Scholars are walking, talking encyclopaedias, informed on just about every subject imaginable.
Those with this ability may put ranks into the unique skill Lore (Everything). They may use this skill in place of a tradional Lore skill on just about any subject imaginable, both the ones mentioned in the Skills section and any others besides (eg. Lore (Recipes) or Lore (Nicknames of Royalty).
Only true Scholars may put ranks in Lore (Everything). Freelancers who job change to Scholar may not take this ability.

this is nice


Counter Intelligence: Single, Instant
Unlike most intellectuals, Scholar's may give their insights real force, potentially crippling an opponent.
After Slow Studying a target the Scholar instructs his allies of how to overcome their opponent. In game terms the target loses one special quality (such as Fire Immunity, Flight or Unusual defence) of the Scholar's choice for 4 rounds and is stripped of all positive status effects.
This ability may be used 1/Spr Rating per session.

This is good, I like it.


Words of Power: Single, Slow
When spoken by a Scholar, words take on significant strength.
By making a Perform check against a DC of 5 + the target's level, the Scholar can inflict (Int x Scholar Level) damage to a target. This may be used at Long range.
By forgoing the damage of this ability, the Scholar may instead make their words slip into the target's subconscious, influencing them. Until the end of the session the target obeys the Scholar's commands to the best of it's ability. While it may fight for the Scholar, it will never do anything suicidal such as go up against a Notorious, boss or end boss monster. Bosses and end bosses are immune to this ability.
They may use this ability 1/Int Rating per session, but may only succeed on possessing a target once/session.

Cool, it could probably be seperated into two different abilities thoguh


Esoterica Magnifica: Self, Passive
Scholar's know every trick in the book, mostly because they own the book, have gone over it with a fine tooth comb and could recite it to you if you asked them to.
Spells cast by the Scholar have their MP costs reduced by the highest rank of spells they can currently cast. In addition 1/session, they can gain an additional use of any ability that is normally limited.

Ok... seems fine

Also, are you not gonna add a link to the Keymaster in the OP?

Mecharious
2010-11-15, 03:19 PM
Finished the parivir. Feel free to comment/criticize.


Scholar
Scholar's are academics that travel the world seeking out new knowledge and forgotten lore. While far from the toughest or most dangerous of opponents, Scholars should not be underestimated. After all, the saying "Knowledge is Power" becomes very literal where they are concerned.

Scholar's often carry large, intricately designed Tomes with them, that serve the dual purpose of giving them a record of their journey, but also many can be used as a weapon, firing razor sharp leaves of paper or unleashing words right off the page.

Looks good, except Scholars doesn't need an apostrophe. Might want to say that Tomes can be arcane weapons, but it's not needed.


HP/Level: +3
MP/Level: N/A
Weapons: Arcane, Ranged
Armour: Light, Medium
Skill Points: 18
ACC: 1 + DEX or STR
EVA: 6+ DEX or INT

{table]Spell Rank|Level
1|1, 4, 8
2|12, 16
3|20, 24[/table]

I would just give them +2MP/level whether they have access to spells or not. Like the entertainer only uses MP for mimic, but gets MP/level regardless of whether they have the ability or not. I'm not sure how I feel about them getting two choices for both EVA and ACC.


Epic Ability: Eidetic Recall Varies, Varies
By using this ability the Scholar is able to call to mind every scrap of information that fills their brain simultaneously. For a number of rounds equal to their SPR rating or 4 rounds (whichever is longer), they are considered to have access to every job ability of every job; they merely attempt to use the ability and it becomes so.

They do not gain other job's Epic or Innate abilities, and nor do they have access to any Shared abilities they don't already possess. Any ability with a duration longer than the duration of Eidetic Recall automatically ends when Eidetic Recall does.

Make sure to specify they don't get any passive abilities! That would be impossible to keep track of! Otherwise looks good... maaaaybe it should be SPR rating or 3 rounds so the scholar can start seeing results at 12 SPR rather than at 15.


Innate ability: Study Single, Varies
By combining current observations with previously acquired knowledge the Scholar can ascertain just about everything about a target. The Scholar may either make a quick assessment that takes only a Standard action to complete, or may take a Slow action to conduct a more thorough as assessment.

Standard:
If used on a creature the Scholar learns their current and max HP & MP total, their level & Job (if applicable), their ARM, M. ARM & EVA and what item they hold.

If used on an object the Scholar learns it's Tier (if applicable) and it's effect/special qualities (as the Analyse spell).

Slow:
If used on a creature the Scholar learns everything they would with a standard action, as well as all the targets special qualities & abilities (Job abilities if not a monster).

If used on a weapon, some armour or a shield they learn everything they would with a standard action & may use it without penalty for a number of rounds equal to their INT Rating even if they aren't proficient.

If used on another item they learn everything they would with a standard action & may roll 2d6+(Int Rating) against the Synth DC of the Item. If it succeeds they utilise esoteric knowledge of the item and may double it's potency. They must roll again each time they try this with a particular item.

What do you mean by double its potency? Also, just nitpicking, but it should be "its" not "it's." Looks balanced enough.


Job Abilities:
Eldritch Knowledge: Varies, Standard
The Scholar has a keen interest in magic and has learned the trick to casting a spell or two.

Their MP/level becomes +2 and they gain the spell progression shown above (though they don't gain spells retroactively). They may cast spell of the Black or White schools.

Looks fine. Maybe get rid of the MP/level like I suggested earlier.


Abomination Fascination: Varies, Standard
The Scholar has a particular fascination with the monsters that roam the world.

Their MP/Level becomes +2 (if it isn't already) and they gain the spell progression shown above (though they don't gain spells retroactively).

From now on if they have performed a Slow action Study of a creature and are subject to an effect that a Blue Mage could learn before the end of the encounter they may learn the spell the next time they could gain a spell (see above spell progression) if they can make an INT Rating check against a DC of 9+the monster's level. While they know a spell they gain a +1 to ACC against the type of enemy they learned the spell from.

Scholar's may only ever learn a single Blue Magic at a time, if they wish to learn another they must permanently expend a spell slot of the former spell's level (so they have 1 spell slot less than the above table says each day from now on) and permanently forget that spell (meaning they can never re-learn it later).

Ditto


Boon of Education: Instant, Self
Knowledge for the sake of knowledge is all well and good, but being able to put that knowledge to use is better.

After Studying a creature with a Slow action you treat either it's EVA, ACC, ARM or M. ARM as reduced by an amout equal to your SPR Rating until the end of the encounter when calculating the results of your own actions.

The Scholar may only have this active on one target at a time, and must Study a new target after this ability's previous activation before making them the target of this ability.

Again, its, not it's. Lowering ACC and EVA seem like greater effects than ARM or MARM. Maybe if you're lowering armor, it should be double the spirit rating, or maybe even the spirit score.


Educate the Masses: Standard, Group
Knowledge is Power, so you must take care not to give too much away. However no man is an island, and sharing your wisdom is often the smarter course.

After studying a creature with a Slow action you may pass on your findings to your allies. You and your allies treat either it's EVA, ACC, ARM or M. ARM (each ally chooses individually) as reduced by an amout equal to your SPR Rating for 2 rounds, after which the opponent will recognise this and inherently adjust it's combat style to conflict with the Scholar's instructions.

This does not stack with (and in fact cancels out) the reductions from Boon of Education, and may only be used 1/session on each target.

Ditto


Fountain of Knowledge: Self, Instant
Scholars are walking, talking encyclopaedias, informed on just about every subject imaginable.

Those with this ability may put ranks into the unique skill Lore (Everything). They may use this skill in place of a tradional Lore skill on just about any subject imaginable, both the ones mentioned in the Skills section and any others besides (eg. Lore (Recipes) or Lore (Nicknames of Royalty).

Only true Scholars may put ranks in Lore (Everything). Freelancers who job change to Scholar may not take this ability.

The freelancer restriction seems a bit unnecesary, but this ability looks fine.


Natural Aptitude
As the Red Mage Ability

Seems appropriate.


Counter Intelligence: Single, Instant
Unlike most intellectuals, Scholar's may give their insights real force, potentially crippling an opponent.

After Slow Studying a target the Scholar instructs his allies of how to overcome their opponent. In game terms the target loses one special quality (such as Fire Immunity, Flight or Unusual defence) of the Scholar's choice for 4 rounds and is stripped of all positive status effects.

This ability may be used 1/Spr Rating per session.

Looks good, although it probably shouldn't affect status effects that are always on the enemy (something like auto-protect). Or maybe gets rid of those, but only for 4 rounds as well.


Words of Power: Single, Slow
When spoken by a Scholar, words take on significant strength.

By making a Perform check against a DC of 5 + the target's level, the Scholar can inflict (Int x Scholar Level) damage to a target. This may be used at Long range.

By forgoing the damage of this ability, the Scholar may instead make their words slip into the target's subconscious, influencing them. Until the end of the session the target obeys the Scholar's commands to the best of it's ability. While it may fight for the Scholar, it will never do anything suicidal such as go up against a Notorious, boss or end boss monster. Bosses and end bosses are immune to this ability.

They may use this ability 1/Int Rating per session, but may only succeed on possessing a target once/session.[

Bwah! Truenaming, run! This has the potential to do a lot of damage, but the perform skill looks really hard to make against a high level enemy. I'm not quite sure if it's balanced... should be careful about this. The non-combat effect looks cool.


Esoterica Magnifica: Self, Passive
Scholar's know every trick in the book, mostly because they own the book, have gone over it with a fine tooth comb and could recite it to you if you asked them to.

Spells cast by the Scholar have their MP costs reduced by the highest rank of spells they can currently cast. In addition 1/session, they can gain an additional use of any ability that is normally limited.

I love your ability descriptions; I need to work on that. Ability looks good, except scholars doesn't have an apostrophe (I bet I'm getting annoying by now :smallsmile:

Kobold-Bard
2010-11-15, 03:57 PM
...

Aaaaaaaand The Scholar

Fine so far

Cool.


That's a pretty low list of spells, but that might just be me

Well in the games they only get a mediocre spell selection. Same as I said about the Keymaster I'm not trying to outshine the Red Mage.


Cool and interesting, which is all you really need for epic. Balance can pretty much be thrown out the window :smallbiggrin:

Meh, I'm not trying to uber the class with this.


Nice, I like the using weapons after studying them

Thanks.


Fine, but I still think their list is pretty low

See above.


So... same as above, but with Blue Magic? Ok.

Well sort of, except they can only learn one spell. Figured they should be able to get a little bit of knowledge from even such an obscure skill.


Ok, this is mostly gonna see use with ranged weapons and spells as this guy ain't standin' up in melee. What benefit does the enemy having low ACC give to your own rolls?

Editted, the "your rolls" bit was to make explicit that it doesn't actually lower their EVA etc. you just consider it lower.


This is strictly better than Boon of Education, saw the time limit. It's a bit similar to Boon of Education though (state the obvious), and therefore a bit boring

I can live with boring for it, since it seems like an appropriate ability.


this is nice

Thanks.


This is good, I like it.

Thanks, it's based on the FF3 Scholar's ability.


Cool, it could probably be seperated into two different abilities thoguh

Considered it but it seemed like an unnecessary ability tax to me.


Ok... seems fine

Cool.


Also, are you not gonna add a link to the Keymaster in the OP?

Sorry, thought I had :smallredface: Maybe the lack of Epic Ability is why :smallconfused:


...

Looks good, except Scholars doesn't need an apostrophe. Might want to say that Tomes can be arcane weapons, but it's not needed.

Noted.


I would just give them +2MP/level whether they have access to spells or not. Like the entertainer only uses MP for mimic, but gets MP/level regardless of whether they have the ability or not. I'm not sure how I feel about them getting two choices for both EVA and ACC.

Suppose. Consider it changed.


Make sure to specify they don't get any passive abilities! That would be impossible to keep track of! Otherwise looks good... maaaaybe it should be SPR rating or 3 rounds so the scholar can start seeing results at 12 SPR rather than at 15.

Said they can use 1 Passive ability at a time.


What do you mean by double its potency? Also, just nitpicking, but it should be "its" not "it's." Looks balanced enough.

I am on the payroll of the apostrophe mafia, sorry :smallredface:

Well a potion would heal double the HP, a Kupo Nut would give double the bonus, an Oxygen Orb would last twice as long etc.


Looks fine. Maybe get rid of the MP/level like I suggested earlier.

Ditto

Done.


Again, its, not it's. Lowering ACC and EVA seem like greater effects than ARM or MARM. Maybe if you're lowering armor, it should be double the spirit rating, or maybe even the spirit score.

Ditto

Done.

The
freelancer restriction seems a bit unnecesary, but this ability looks fine.

TBH I just plain dislike Freelancers. Removed it.


Seems appropriate.

I thought so.


Looks good, although it probably shouldn't affect status effects that are always on the enemy (something like auto-protect). Or maybe gets rid of those, but only for 4 rounds as well.

Added.


Bwah! Truenaming, run! This has the potential to do a lot of damage, but the perform skill looks really hard to make against a high level enemy. I'm not quite sure if it's balanced... should be careful about this. The non-combat effect looks cool.

Made it Int x 1/2 Scholar Level. Thanks about the other one.


I love your ability descriptions; I need to work on that. Ability looks good, except scholars doesn't have an apostrophe (I bet I'm getting annoying by now :smallsmile:

Cheers :smallbiggrin:

Kobold-Bard
2010-11-15, 04:11 PM
Also added a Legendary Accessory: Grimoire of the Rift.

Creed
2010-11-15, 04:58 PM
On the index: Deflecting and Stable of Soul are weapon abilities.

Also, I'm working up a homebrew Sin (Yu Yevon included) since the manual seems to neglect it... strange...

Kobold-Bard
2010-11-15, 05:00 PM
On the index: Deflecting and Stable of Soul are weapon abilities.

Also, I'm working up a homebrew Sin (Yu Yevon included) since the manual seems to neglect it... strange...

Because it's level >9000 in all likelihood.

Good luck though.

Creed
2010-11-15, 05:01 PM
Because it's level >9000 in all likelihood.

Good luck though.

But could it be more powerful than Chaos, a Level 30 End Boss?:smallconfused:

Creed
2010-11-15, 07:12 PM
(Sorry for double-post)

SIN
Level: 30 (End Boss)
Category: Abnormal, Fiend
Size: Unreported, Length estimated at over one mile
Reaction: Hostile

Multiple Parts:
Left Fin (1875 HP, Gravija)
Right Fin (1875 HP, Gravija)

HP: 7500
MP: 1450
STR: 60
VIT: 75
DEX: 25
INT: 40
SPR: 20
ARM: 150
M.ARM: 100
EVA: 15
ACC: 23

Attacks:
Sin Spurn - 480+2d6 Shadow Damage - Medium Range (or Short)
Sin Spike - 200+2d6 Shadow Damage - Long Range

Magic: Gravity, Gravija, X-Zone

Special: Large, Flight, Multiple Parts, Break Damage Limit, Immunity to Insta-Death, Impervious, Fear

Limit Break: Giga-Graviton
Sin unleashes an unstobbable flash of light, felling all heroes, even those immune to Insta-Death.

Rewards:
20,000 Gil
Drop: Apocalypse
Steal: Ribbon
Refine: Aegis Coat


I intentionally left no history/flavor text. The nine dozen spoilers weren't worth it. If you want to know about the history, go to the wikia and search Sin. Or go to the FFX section of our handbooks.:smallsmile:

So, thoughts, comments?

Mecharious
2010-11-15, 08:40 PM
(Sorry for double-post)

SIN
Level: 30 (End Boss)
Category: Abnormal, Fiend
Size: Unreported, Length estimated at over one mile
Reaction: Hostile

God, that would be one hell of a Sin miniature!


Multiple Parts:
Left Fin (1875 HP, Gravija)
Right Fin (1875 HP, Gravija)

HP: 7500
MP: 1450
STR: 60
VIT: 75
DEX: 25
INT: 40
SPR: 20
ARM: 150
M.ARM: 100
EVA: 15
ACC: 23

Huh, not that much evasion. Make sure to include the ratings.


Attacks:
Sin Spurn - 480+2d6 Shadow Damage - Medium Range (or Short)
Sin Spike - 200+2d6 Shadow Damage - Long Range

Well, which is it? Medium or short? :smallconfused:


Magic: Gravity, Gravija, X-Zone

Special: Large, Flight, Multiple Parts, Break Damage Limit, Immunity to Insta-Death, Impervious, Fear

Isn't gravity and gravija a bit redundant? It looks like it really only has two attacks that will come up. Sin Spurn and Gravija. You might want to give it more abilities. Also, End bosses have Break Damage Limit and Immunity to death and fear automatically.


Limit Break: Giga-Graviton
Sin unleashes an unstobbable flash of light, felling all heroes, even those immune to Insta-Death.

...Well that's just cruel. There are a few ways around this (auto-life and Moment of Glory being the biggest), but it seems weird, since most likely this will end the encounter without the players getting to do anything


Rewards:
20,000 Gil
Drop: Apocalypse
Steal: Ribbon
Refine: Aegis Coat


At this point I'm not sure loot is that important. Also, why is Sin wearing a ribbon? To get in touch with its feminine side? :smallwink:

Creed
2010-11-15, 08:49 PM
God, that would be one hell of a Sin miniature!



Huh, not that much evasion. Make sure to include the ratings.



Well, which is it? Medium or short? :smallconfused:



Isn't gravity and gravija a bit redundant? It looks like it really only has two attacks that will come up. Sin Spurn and Gravija. You might want to give it more abilities. Also, End bosses have Break Damage Limit and Immunity to death and fear automatically.



...Well that's just cruel. There are a few ways around this (auto-life and Moment of Glory being the biggest), but it seems weird, since most likely this will end the encounter without the players getting to do anything



At this point I'm not sure loot is that important. Also, why is Sin wearing a ribbon? To get in touch with its feminine side? :smallwink:

1: Yeah, I couldn't even grasp a number for size. And "Helluh big" just sounded weird.

2: With 7.5 k HP, the Evasion may just be low. Plus it's dex I think, it's low stat.

3: I'm leaving that open to whoever uses Sin, so it's not just a rigid model, more like a template.

4A:
Yes, yes it is.
4B:
The idea behind Sin Spike is a long ranged attack. Just versatility at work.
4C:
Leaving that a little open ended, allowing customization. See 3.
4D:
True dat. I'm dumb.:smalltongue:

5: That's what it did in the game. It can also be altered to something else, or remove the "Even immune to insta-death" clause.

6A: So what? Loot is loot?
6B: Hey, Chaos is wearing a Ribbon too. Only real men wear Ribbons.:smalltongue:

Mecharious
2010-11-15, 08:52 PM
Legendary Accesory: Grimoire of the Rift
Scholar Only. +6 Int, +4 Spr. The amount a target's ACC, EVA, ARM & M. ARM is reduced by a Scholar's abilities is doubled. They may also use Words of Power to possess a target as many times as they have uses, rather than 1/session.

Everything looks in order. Believe it or not FFTA2 is actually my favorite FF game. Story was nothing special, but I loved all the customization :smallbiggrin:

Could you add Parivir to the main page?

Kobold-Bard
2010-11-16, 05:05 AM
Everything looks in order. Believe it or not FFTA2 is actually my favorite FF game. Story was nothing special, but I loved all the customization :smallbiggrin:

Could you add Parivir to the main page?

Cruuuuud :smallmad:

I was absolutely certain I had done that.

Zansumkai
2010-11-18, 05:41 AM
Well I have officially concluded my first game with the new FFd6 system, which introduced the city of South Figaro in all it's turn-of-the-century splendor, and contained zero combat or skill checks made, haha.

Anyway, thought I'd share a few things I've made for this game. Nothing too fancy like end game bosses or new classes, but I have one new race (the Selkies of Crystal Chronicles. Yes I know they don't really belong in FF6 but she's got a good reason to be there), and three monsters with a fourth in the works.

New Race: The Selkies

Closely resembling Humes, the Selkie are defined by their wilder, rugged looks. Physically, they are quite similar to the Hume; they stand at a similar height of between 5.5 and 6 feet on average, and mostly lack any unusual features such as the Lilties sprout or the Yukes armor. Males tend to be more athletically built then their Hume counterparts, while females sport well defined, voluptuous curves. Their hair is the thing that really sets them apart, always thick, shiny and difficult to tame, and has the color of precious gemstones. Their manner of dress is also highly individualized, favoring lightweight and revealing clothing in bright colors and patterns, often decorated with furs and trinkets either stolen from others or taken from defeated monsters.
Selkies are plagued by a partially undeserved reputation as cutpurses, gypsies and thugs. This has stemmed from generations of ostracizing by the other tribes and their own hedonistic personalities, which has forged in the Selkies a highly enlightened sense of self-preservation. More often then not, this leads the Selkies to a life of thievery.

Average Height
Males: 5’6” - 6’2” ft
Females: 5’3” - 5’10” ft

Average Weight
Males: 170 - 200 lbs.
Females: 160 - 185 lbs.

Average Lifespan
Young is 5 - 14 years old
Adult is 15 - 55 years old
Elder is 56 - 90 years old

Hair Colors
Red, teal, yellow, violet, silver

Eye Colors
Blue, green, gray, red

Society
Having spent much of the last few generations as vagabonds or unwelcome guests in the cities of other tribes, the Selkie have little use for the traditional notion of a leader. Instead, each Selkie is expected to be the master of their own destiny, doing what they feel is right and damning anyone who gets in their way. Sometimes, a Selkie of great vision will lead a small group in a unified quest, but be sure that each one of his followers has their own agenda. Likewise, the advise of elders often falls on deaf ears as the younger generation makes their own way in the world. In ancient times this was not the case, and though there are few records of it the Selkie did have great kings and queens as the other races. If the miasma were to clear, it is unsure weather the Selkie would return to their monarchies, or if the tribe would simply scatter to the winds in pursuit of their individual dreams.

Roleplaying
The Selkie are defined by their attitudes as fast-talkers and quick-thinkers. They tend to plan on the fly and rely on their own skill and luck to see them through dangerous scenarios. Though untrusting of others (as in turn no one trusts them) they can be capable and loyal allies to those who prove themselves as friends. They are also known for their senses of humor, about the world at large and even the discrimination against their own kin. As such, they take failures in stride and always seem to land on their feet when disaster strikes. They are survivors, and have proven many times their ability to weather the worst of hardships.

Languages
If the Selkie once had their own native tongue, it has been lost to time. They speak Common, with a defining accent that ranges in strength depending on how Selkie-dominant of a community they grew up in. (I imagine them sounding a bit like like pikies from Snatch)

Bonuses
The Selkie are not known for their written history, and their oral traditions are suspiciously lacking. None the less, their agility is known the world over, and one fact is quietly passed among the selkies; they are people of the water, and to the water they will one day return.
Selkies gain a +1 bonus to Athletics checks, and can hold their breath for a number of hours equal to their vitality rating, minimum 1 hour. After that point the normal rules for submersion and drowning apply.

Jobs
It goes without saying that most Selkie are Thieves, but the true defining element of their race is their strong and individual personalities. As such, many Selkie use their agility and adventurous persona to excel as Rangers, Entertainers and Gamblers. Those with a more martial bent are drawn to Monk or Dragoon, though they often avoid heavy armor. Finally, the Selkie seem more actively concerned with ending, or adapting to, the threat of miasma then other tribes, and this has lead to several adopting the mantle of Blue Mage, to better understand monsters and their immunity to the poison.

Notes
Although my knee-jerk reaction was to simply create a race with a bump to their thievery, I felt like that would be selling the selkie short. Their overall design, as well as the word selkie, hearken to a strong celtic influence for the race. As such, it seemed more fitting to me for their reputation as thieves to stem more from the outside view of their ways, much in the same way the celts were seen as simpletons and barbarians. So in the end I went with their natural agility, coupled with a nod to the in-game reference to them being water-folk, as well as the original legends of selkies (people who could take the form of seals.) Personally I think this gives a lot more potential for character development, not to mention they would make smashing pirates :smallamused:


New Monsters: Nettlehopper
This large beetle-like creature eyes you from the branch overhead. After only the slightest movement on your part it springs into the air, long diaphanous emerging from its shell to propel its leaping attacks, and its six legs unfurling into long claws. After a single swipe your blood is suddenly boiling, and you chase the beast without thought of the other nettlehoppers joining the battle behind you.

These forest dwelling bugs are somewhat communal by nature, often working together to bring down larger food. In a world filled with creatures armed with far more devastating attacks then their own, they’ve developed an intriguing counter measure. By slapping enemies with their wings they can inflict the Berserk status effect. Once all enemies are hopping mad and fighting mindlessly others will swoop in for the kill.

Level 1
Category: Aerial, Beast, Insect
Environments: Plains, Forest, Swamp
Size: 2.5 ft (including wingspan)
Reaction: Wary to Hostile. If well fed nettlehoppers are somewhat less inclined to attack.

HP: 32
Strength: 8+2, Dexterity: 13+4, Vitality: 6+2, Intelligence: 1, Spirit: 2
EVA: 10, ARM: 6, M.ARM: 0

Flyby Claw: ACC +4, 8+2d6 damage.
Wing Snap: ACC +2, 2d6 damage, and target is afflicted with Berserk for a number of rounds. If all enemies are Berserked then this attack becomes the Call for Help ability.
Special: Reduced HP, Weakness to Fire, Vulnerable to Wind, Vulnerable to Ice, Auto-Float
Rewards: Steal - Swamp Incense, Refine - Cherub Down

Acrophies
A blue-shelled crab with a claw nearly as big as it is, lined with sharp white teeth. Moving with surprising speed, it lunges for the attack.

A danger to any beachgoer, the acrophies is armed with a large, strong claw that has a paralytic toxin within it. Though not usually a danger to the prepared warrior, these beasts are often followed by the more lethal predators, which scavenge meals from the paralyzed victims acrophies leave behind.

Level 1
Categories: Aquan, Beast
Environments : Water, Swamp, Underground
Size: 2 feet
Reaction: Wary to Hostile

HP: 38
STR: 7+2, DEX: 7+2, VIT: 8+2, INT: 4+1, SPI: 5+1
EVA: 8, ARM: 6, M.ARM: 0

Pincer: ACC +4, 7+2d6 damage.
Numbclaw: ACC +1, 7+2d6 damage, and the target is afflicted with Stop for several turns.
Special: Reduced HP, Lightning Weakness, Water Resistance
Rewards: Steal - Oxygen Ball, Refine - Fish Scale

Sandhorse
What appears to be a ripple in the sand ahead of you suddenly reveals the long snout of a camouflaged monster. What then bursts from the ground is a beast ostentatiously resembling the harmless seahorse. This creature however towers over you, covered in chitin plates with a flared crest raising from behind its red eyes, and two wing-like fins protruding from its back. Moving across the ground like a reared snake, it circles you with a predatory eye.

These hostile creatures are found in any sandy environment, and readily attack any creature that appears vulnerable and edible. They often appear after lesser monsters have softened or otherwise debilitated potential prey, ambushing from under the sand using the geomancer job ability Elemental Body.

Level 2
Categories: Dragon, Beast
Environments: Desert, Water (sandy beaches, specifically)
Size: 10 ft.
Reaction: Hostile

HP: 90, MP: 22
STR: 9+3, DEX: 6+2, VIT: 9+3, INT: 5+1, SPI: 2
EVA: 9, ARM: 6, M.ARM: 3

Attacks: Tail Whip: ACC +5, 9+2d6 damage.
Clamp: ACC +2, 9+2d6 damage, and both the target and the Sandhorse are afflicted by Stop. Each turn Stop does not end, the target takes 10% of its maximum HP in damage. If Stop ends for either the target or the Sandhorse, it ends for both.
Magic: Sand Storm (aside from slight thematic changes, this attack is identical to the blue magic Seed Cannon)
Special: Ice Vulnerability, Water Vulnerability, Earth Resistance
Rewards: Drop - Tier 1 Armor Parts, Steal - Potion, Refine - Earth Drum

And lastly, a single item I made for a future treasure pack for the party dragoon. Nothing fancy, but I think it has a nice flavor to it.

Wind Spear
Tier 3 Reach, Spell Effect - Aero, Special Ability - Grants use of the Freelancer job ability Quick Hit once per session.

Temotei
2010-11-18, 05:48 AM
Wind Spear

I'd name it "Typhoon." It's more memorable, I think. :smallsmile:

Dust
2010-11-18, 03:27 PM
Wing Snap: ACC +2, 2d6 damage, and target is afflicted with Berserk for a number of rounds. If all enemies are Berserked then this attack becomes the Call for Help ability.
I hated nettlehoppers SO MUCH! :smallfurious:

Everything in this thread floors me. I am stunned for four rounds by awesome.

Temotei
2010-11-18, 07:30 PM
Brotherhood
Tier 7 Blade, +2 STR, Waterstrike, Special Ability
http://images1.wikia.nocookie.net/__cb20090110025560/finalfantasy/images/thumb/8/8b/Brotherhood.jpg/200px-Brotherhood.jpg
The Brotherhood is a famed sword that appears to be made of water. On its end is a vicious hook. Just above the hilt, ridges that look like bubbles protrude from the blade's edge, and on the other side of the edge, black metal stands out to protect the wielder's hand. The sword's hilt is surprisingly thin, though it need not be any larger, for the blade is as light as a dagger. A red cloth kerchief hangs from the end of the hilt as a final decoration.
The Brotherhood allows the wielder to sense how much HP and MP an enemy has left, as well as sense its weaknesses, resistances, immunities, absorbencies, and active status effects automatically, as long as the wielder can see that enemy.

Creed
2010-11-18, 09:14 PM
Random stuff:

Weapon ability:

[Element] Burst (example: Fire Burst)
Requires Tier 3/6 Weapon
The weapon occasionally envealops itself in an element, dealing additional damage. Whenever a critical hit is scored, it is treated as if it was a weapon of the type listed and does an additional 2d6 damage. If a 12 is rolled, another 2d6 is rolled, and the process is repeated until a result of 12 is not rolled. All damage from consecutive rolls is added to the attack. The element, and the extra damage, also take effect if used in conjunction with a Limit Break. A Tier 6 weapon is required for a Holy Burst weapon.

Armor:

Wraith's Skin
Light
1200 Gil
5 ARM
25 M.ARM
+2 INT
15 Difficulty

Temotei
2010-11-19, 01:20 AM
Note: In the interest of appealing to the greatest audience possible, I'll be keeping the first version available for fans of the first version of FFd6. In order to accommodate fans of the newest version, however, I'll be including a spoiler at the end of this post including how to change the job to fit said version. Anything not mentioned in the changed version is the same as the old version.


Fencer

http://fc09.deviantart.net/fs25/i/2008/115/c/e/Fencer__FF_tactics_advance_by_KYayb.jpg

Fencers are speedy combatants with almost unmatched skill and bravado. They may not be as hardy as many others, but for what they lack in toughness, their ability to dodge enemy blows and weaken targets with various status effects and abilities often goes beyond the call of duty.
Most often, Fencers wield rapiers and other light weapons in battle, allowing them to take advantage of their agility.

HP/Level: +4
MP/Level: N/A
Weapons: Blade, Concealed
Armor: Light, Medium
Skill Points: 16
ACC: 2 + DEX or INT rating
EVA: 8 + DEX or INT rating


Epic Ability: Featherdance -- Instant, Self
When a Fencer goes into a heightened state of being, unleashing their great inner might in combat, enemies beware. Upon using Featherdance, the Fencer gains an additional Standard action each turn, and Slow actions they initiate begin and end in the same turn. As well, enemies within Close range at the beginning of the Fencer's turn become slower, taking Standard actions to complete Instant actions, Slow actions to complete Standard actions, and Slow actions finish at the end of an affected creature's next turn. Featherdance lasts for the Fencer's DEX or INT rating rounds or four rounds, whichever is greater. During this time, the Fencer is immune to all effects that would lower their DEX, ACC, or EVA. At the end of the Featherdance, the Fencer releases a storm of feathers, hitting every enemy within Medium range, reducing their EVA scores to 0 until the end of the Fencer's next turn.

Innate Ability: Parry -- Passive, Special
A Fencer is an extremely skilled combatant, able to turn away even the strongest of blows with great finesse. This requires a degree of concentration, however. Whenever the Fencer takes the Defend action in combat, they gain a +2 bonus to EVA as well as the normal 50% damage reduction.



Job Abilities

Swarmstrike -- Passive, Self
The Fencer has taken stinging like a bee to the next level, applying the poisontouch weapon ability to all weapons they wield. Additionally, a number of times per session equal to their SPR rating, the Fencer may choose to attack normally, dealing no damage, but automatically inflicting poison on the target.


Shadowstick -- Standard, Single
Beyond their ability to move quickly, a Fencer is able to reduce an enemy's ability to do the same. The Fencer attacks, dealing no damage, but reducing the target's EVA to 0 until the end of the Fencer's next turn. This ability may be used a number of times per session equal to the Fencer's INT rating.


Checkmate -- Slow, Single
The Fencer strikes at the target's throat, dealing no immediate damage, but stopping the target's life-giving (or unlife-giving) functions after 4 rounds, effectively inflicting death. Some bosses may be immune to this ability. This ability is usable only once per session.


Featherblow -- Standard, Single
Fencers have the ability to strike almost anything, though such accuracy comes at the cost of power. As fast as lightning, the Fencer attacks with a +6 bonus to ACC, but deals only 50% damage.


Swallowtail -- Standard, Special
The Fencer attacks all creatures, including allies, but not the Fencer, within range, making attacks as normal against every subject target. This ability may be only be used once per combat.


Manastrike -- Standard, Single
A Fencer's ability lies not only in their ability to strike at the body, but also at the soul. The Fencer makes a normal attack. The damage dealt by this attack instead damages the target's MP. If the target's MP would be reduced to 0 or less, leftover damage becomes HP damage. This ability may be used a number of times per session equal to the Fencer's INT rating.


Piercethrough -- Standard, Special
Reaching out with their weapon, the Fencer is able to strike two enemies by literally going through a target. The Fencer attacks normally, but is able to attack two enemies, provided the second target is within range of attack. This ability may be used a number of times per session equal to the Fencer's DEX rating.


Nighthawk -- Standard, Single
Lunging forward and leaping back, creating a wave of force by striking forward, or simply with force of will, the Fencer attacks at a Medium range, dealing damage as normal. This ability is usable a number of times per combat equal to the Fencer's INT rating.


Riposte -- Passive
A Fencer has trained extensively in the art of returning attacks directed against them. Whenever the Fencer successfully evades an attack, they may immediately counterattack, as the Brawl weapon category ability. This ability may be used a number of times per session equal to the Fencer's DEX rating.


Evasive Maneuvers -- Passive, Self
Zigging and zagging, hopping and skipping, and running and crawling around the battlefield, the Fencer is better able to avoid attacks by distracting opponents with attacks after moving. Any round in which the Fencer moves and attacks an enemy with one of their job abilities, they gain a +2 bonus to EVA until the beginning of their next turn. This bonus also applies after the ending attack of Featherdance if the Fencer moves before finishing.


Barrage -- Slow, Special
The Fencer stabs forward countless times, striking a weak point in the enemy with each lunge. The Fencer makes four attacks against one or multiple targets. Every attack deals only 50% damage, and none of the attacks may be critical hits. This ability may be used a number of times per session equal to the Fencer's DEX rating.


Legendary Accessory: Plume: Fencer Only. +6 DEX, +4 INT. The carrier of the Plume is able to automatically dodge a single attack, spell, or effect once per session. The attack dodged cannot be a limit break.


Newer Version: HP Bonus: 14
MP Bonus: 0
ACC Bonus: 2
AVD Bonus: 7
Skill Points: 20

No Epic Ability.

Parry: Change the EVA bonus to an AVD bonus.

Swarmstrike: Remove the part about uses per session, replacing it with the ability for the Fencer to do 25% damage while automatically inflicting poison if they hit their target.

Shadowstick: Once per session, the Fencer can reduce an enemy's AVD to 0 as an Instant Action until the foe's next turn.

Manastrike: Whenever the Fencer attacks an enemy, they reduce the foe's current MP by 25% of the damage dealt. Once per session, the Fencer can deal 100% of their damage to an enemy's current MP.

Piercethrough: When the Fencer attacks an enemy while another foe is within range as well, the Fencer makes an opposed Force check against the first enemy. If the Fencer succeeds, they deal 25% of the damage against the first enemy to the second. As well, once per combat, the Fencer can deal full damage to the second foe.

Nighthawk: Once per combat, the Fencer may attack at a Medium range. In addition, the Fencer gains a +2 bonus to AVD until the beginning of their next turn after using Nighthawk.

Riposte: This ability may be used once per combat.

Barrage: This ability may be used once per combat.


Limit Abilities

Featherdance: Copy the above Epic Ability, replacing any occurrences of EVA with AVD and making the duration five rounds. It costs 3 Destiny to use.

Heartstrike: When the Fencer scores a critical hit, the damage ignores ARM and reduces the enemy's ARM to 0 for 1 round.

Double Hitter: Once per combat, the Fencer can attack twice in one round. The second hit deals 50% damage.

Mecharious
2010-11-19, 03:58 AM
HP/Level: +4
MP/Level: N/A
Weapons: Blade, Concealed
Armor: Light, Medium
Skill Points: 16
ACC: 2 + DEX or INT rating
EVA: 8 + DEX or INT rating
4hp/level is worse than the thief. There doesn’t seem to be much reason to take blades over concealed.

Epic Ability: Featherdance -- Instant, Self
When a Fencer goes into a heightened state of being, unleashing their great inner might in combat, enemies beware. Upon using Featherdance, the Fencer becomes Hasted. As well, enemies within Close range at the beginning of the Fencer's turn become Slowed. Featherdance lasts for the Fencer's DEX or INT rating rounds or four rounds, whichever is greater. During this time, the Fencer is immune to all effects that would lower their DEX, ACC, or EVA. At the end of the Featherdance, the Fencer releases a storm of feathers, hitting every enemy within Medium range, reducing their EVA scores to 0 until the end of the Fencer's next turn.
This is a bit underwhelming, especially if you can get haste from another source.

Innate Ability: Parry -- Passive, Special
A Fencer is an extremely skilled combatant, able to turn away even the strongest of blows with but a thought. Parry allows the Fencer to add their ACC score to their EVA against a number of attacks per combat equal to the Fencer's DEX rating.
On the other hand, this is overwhelming. Adding accuracy to evasion makes you practically unhittable. At high levels, you’ll basically be able to do this for the entire encounter (30 dex for ten times an encounter)

Swarmstrike -- Passive, Self[/CENTER]
The Fencer has taken stinging like a bee to the next level, applying the poisontouch weapon ability to all weapons they wield. Additionally, once per session, the Fencer may choose to attack normally, dealing no damage, but automatically inflicting poison on the target.
Secondary effect isn’t strong enough to only be used 1 time a session. Maybe increasing it to SPR rating/session



Shadowstick -- Standard, Single
Beyond their ability to move quickly, a Fencer is able to reduce an enemy's ability to do the same. The Fencer attacks, dealing no damage, but reducing the target's EVA to 0 until the end of the Fencer's next turn. This ability may be used a number of times per session equal to the Fencer's INT rating.
Looks good.


Checkmate -- Slow, Single
The Fencer strikes at the target's throat, dealing no immediate damage, but stopping the target's life-giving (or unlife-giving) functions after 4 rounds, effectively inflicting death. Some bosses may be immune to this ability. This ability is usable only once per session.
I’d be careful about giving death abilities to characters at early levels. It doesn’t look too powerful though.


Featherblow -- Standard, Single
Fencers have the ability to strike almost anything, though such accuracy comes at the cost of power. As fast as lightning, the Fencer attacks with a +6 bonus to ACC, but deals only 50% damage.
Should be fine.


Swallowtail -- Standard, Local
The Fencer attacks all creatures within range, making attacks as normal against every subject target. This ability may be only be used once per combat.
Should be group, not local. Be careful though, a fencer that takes the weapon training ability could hit every enemy in sight with a ranged weapon.


Manastrike -- Slow, Single
A Fencer's ability lies not only in their ability to strike at the body, but also at the soul. The Fencer makes a normal attack. The damage dealt by this attack instead damages the target's MP. If the target's MP would be reduced to 0 or less, leftover damage becomes HP damage. This ability may be used a number of times per session equal to the Fencer's INT rating.
Looks a bit on the weaker side. Maybe making it standard instead of slow?


Piercethrough -- Standard, Special
Reaching out with their weapon, the Fencer is able to strike two enemies by literally going through a target. The Fencer attacks normally, but is able to attack two enemies, provided the second target is within range of attack. This ability may be used a number of times per session equal to the Fencer's DEX rating.
Looks good.


Nighthawk -- Standard, Single
Lunging forward and leaping back, creating a wave of force by striking forward, or simply with force of will, the Fencer attacks at a Medium range, dealing damage as normal. This ability is usable a number of times per combat equal to the Fencer's INT rating.
Looks good.


Riposte -- Passive
A Fencer has trained extensively in the art of returning attacks directed against them. Whenever the Fencer successfully uses their Parry ability to stop an attack, they may immediately counterattack, as the Brawl weapon category ability. This ability may be used a number of times per session equal to the Fencer's DEX rating.
Successfully means you used parry, or you used it and the enemy missed? Personally I would make usage based on INT since Parry is already DEX, but it’s your call.


Evasive Maneuvers -- Passive, Self
Zigging and zagging, hopping and skipping, and running and crawling around the battlefield, the Fencer is better able to avoid attacks. Any round in which the Fencer moves, they gain a +2 bonus to EVA until the end of their next turn.
I’m not really sure this works with the abstract movement system. You could just say you move a short range to the enemy’s side, granting this bonus every round.


Barrage -- Standard, Varies
The Fencer stabs forward countless times, striking a weak point in the enemy with each lunge. The Fencer makes ten attacks, which may be against a single enemy or multiple enemies. Every attack is made at a -10 penalty to ACC and deals 50% damage. This ability may be used a number of times per session equal to the Fencer's DEX rating.
Slow down the game, much? 10 attacks a round just seems a bit excessive.

Legendary Accessory: Plume: Fencer Only. +6 DEX, +4 INT. The carrier of the Plume is able to automatically dodge a single attack, spell, or effect once per session. The attack dodged cannot be a limit break.
Seems fine.

Zansumkai
2010-11-19, 09:08 PM
I'd name it "Typhoon." It's more memorable, I think. :smallsmile:

Sorry, late on the quote-back. I used Wind Spear because it is a reoccurring, above-average middle of the game weapon, which is approximately where it'll pop up and its purpose. I should note though I realized after posting that weapons don't start getting 2 abilities until tier 5. For my game I may hand-wave it since it was my mistake, but it should either have the Quickhit special ability removed (added critical damage is going to get a lot of mileage on a reach weapon, especially in the hands of a dragoon I imagine), or up it to tier 5.

Was wondering what the thoughts were on the low-level monsters? Dust seems to (dis)like the nettlehopper I noticed, haha.

Temotei
2010-11-20, 12:59 AM
4hp/level is worse than the thief. There doesn’t seem to be much reason to take blades over concealed.

Gasp! Someone is critiquing my work in this thread! Excellent. :smallbiggrin:

I'm aware of both of these things. I figured that because of the Fencer's exceptional ACC and EVA, as well as abilities that raise both (plus more), +4 should be enough.

Rapiers could probably be easily fluffed as Concealed weapons or Blade weapons, though Blade fits slightly better, I think.


This is a bit underwhelming, especially if you can get haste from another source.

I'm not sure about it being underwhelming overall, but I'll change it so it stacks with Haste. That should push it up to epic level.


On the other hand, this is overwhelming. Adding accuracy to evasion makes you practically unhittable. At high levels, you’ll basically be able to do this for the entire encounter (30 dex for ten times an encounter)

I was worried about this. Originally, I had the ability to roll an attack and use the result in place of their EVA, regardless of whether it was higher or lower. That seemed a little underpowered, so I changed it. I was tired at the time of posting, so my judgment was a little wonky. Does anyone have any ideas for an innate ability that doesn't rely on "uses?"


Secondary effect isn’t strong enough to only be used 1 time a session. Maybe increasing it to SPR rating/session

I based this ability off the Ninja's Beso Toxico ability. Seeing as Beso Toxico is a Spell Effect enhancement (tier 3 required), I suppose it could do with a bit of an upgrade--especially since the poison can happen with a normal attack.


I’d be careful about giving death abilities to characters at early levels. It doesn’t look too powerful though.

I think the limited usage is enough to warrant a death effect at any level, really. A once-per-session delayed death effect, after all, isn't that powerful. It's probably limited against bosses, so there's that, too.


Should be group, not local. Be careful though, a fencer that takes the weapon training ability could hit every enemy in sight with a ranged weapon.

I stuck it with Local because, if I remember correctly, the Fencer in Final Fantasy Tactics Advance hit everyone around them, not just enemies. I thought the flavor-stick wouldn't be that bad, considering it's a Short range ability; it's also a balancing factor, however. Getting a ranged weapon would make this ability extremely dangerous for the Fencer's allies.


Looks a bit on the weaker side. Maybe making it standard instead of slow?

I can level with that.


Successfully means you used parry, or you used it and the enemy missed? Personally I would make usage based on INT since Parry is already DEX, but it’s your call.

I suppose that is vague wording. I'll fix that. I had meant for it to mean Parry being successful in stopping an enemy's attack, not the Fencer using it to stop an attack.

I really want the innate ability to not be based on anything, which would deal with the attribute affinity issue. Again, any ideas? :smallsmile:


I’m not really sure this works with the abstract movement system. You could just say you move a short range to the enemy’s side, granting this bonus every round.

It works with the system, but it's kind of dumb since it applies every round. I have no idea what I was thinking when I made this. I'll change it. I just got an idea. :smallcool:


Slow down the game, much? 10 attacks a round just seems a bit excessive.

Slowing the game was my primary concern. Should I just make it like X-Fight (Ranger)?

Thanks much. I appreciate it.

Mecharious
2010-11-20, 01:16 AM
Gasp! Someone is critiquing my work in this thread! Excellent. :smallbiggrin:

I've got too much time on my hands.


I'm not sure about it being underwhelming overall, but I'll change it so it stacks with Haste. That should push it up to epic level.

Yeah, haste can also be dispelled, so it fixes that problem, too.


I was worried about this. Originally, I had the ability to roll an attack and use the result in place of their EVA, regardless of whether it was higher or lower. That seemed a little underpowered, so I changed it. I was tired at the time of posting, so my judgment was a little wonky. Does anyone have any ideas for an innate ability that doesn't rely on "uses?"

Eh, this is a toughie. It could be something as simple as "After landing a successful attack, the fencer's evasion increases by 2." Or evasion increases when using the defend options (it normally lowers damage by 50% or something).


I think the limited usage is enough to warrant a death effect at any level, really. A once-per-session delayed death effect, after all, isn't that powerful. It's probably limited against bosses, so there's that, too.

Yeah, you're right. I'm just so used to death effects not being available until late-game (and them sucking, anyway).


I stuck it with Local because, if I remember correctly, the Fencer in Final Fantasy Tactics Advance hit everyone around them, not just enemies. I thought the flavor-stick wouldn't be that bad, considering it's a Short range ability; it's also a balancing factor, however. Getting a ranged weapon would make this ability extremely dangerous for the Fencer's allies.

Oh, I was under the impression local also affected terrain and stuff. You might want to specify in the description that it includes allies (unless you already did and I missed it)


I suppose that is vague wording. I'll fix that. I had meant for it to mean Parry being successful in stopping an enemy's attack, not the Fencer using it to stop an attack.

I really want the innate ability to not be based on anything, which would deal with the attribute affinity issue. Again, any ideas? :smallsmile:

It could just be after evading an attack.


Slowing the game was my primary concern. Should I just make it like X-Fight (Ranger)?

Yeah, you could just copy the ability if you want.

Temotei
2010-11-20, 01:36 AM
Oh, I was under the impression local also affected terrain and stuff. You might want to specify in the description that it includes allies (unless you already did and I missed it)

You're right; it does. I thought it could apply to abilities that affected everything, including terrain, but also abilities that affected everyone...guess not. Changed.

I suppose I'll specify that allies are affected, too, since a lot of people, I guess, will assume "all creatures" is code for "all enemies."

Also, the Fencer is updated.

Zansumkai
2010-11-20, 12:27 PM
New notorious monster. Worried it may result in a TPK but I 'spose we'll see.

Angler Whelk
http://images2.wikia.nocookie.net/__cb20091110172309/finalfantasy/images/0/00/Presenter.PNG
Before you is a giant spiked conch shell, gold in color and nearly the size of a train car. When the creature’s mucus-green head pokes out you see it is carrying some kind of treasure chest in its tendril-filled maw. Its beady eyes begin to glow, and the shell starts to crackle with electricity, but you NEED that chest!

This horrible monster uses the promise of treasure to lure adventurers into its grasp, then uses its surprising aptitude for magic to destroy them utterly. It has a few weaknesses however, the primary being its head. However the head will retract into the shell after damage has been done to it several times. This leaves only the tough shell to crack, which generally alternates between making a normal attack or casting a spell, Thunder or a 25% chance to cast Revenge. It also has a 25% chance to counter attacks with Thunder. When the head is out it will cast Laser Eyes on its first turn, and El Nino as a group attack using the Blue Mage job ability Aura Magic on its second.
Its second weakness is its dependency on magic. If the shell runs out of MP it will simply go dormant, no longer taking actions of any kind. The head does not suffer from this weakness, and can use the chest it holds as a weapon if need be. The whelk also has a small weakness to fire.

Level 3 Smart, Notorious monster
Categories: Abnormal, Aquan, Beast
Environments: Water, Swamps, Underground, Towns
Size: 15 ft, both tall and long
Reaction: Hostile

HP: 138 (Shell) 69 (Head), MP: 58 (each)
STR: 4+1, DEX: 6+2, VIT: 10+3, INT: 14+4, SPI: 2
EVA: 9, Base ACC: 8, ARM: 10 (Shell) 4 (Head), M.ARM: 6 (Shell) 8 (Head)

Attacks (Shell): Smash Tackle: ACC 8, 8+2d6 dam.
Spells (Shell): Thunder, Revenge
Abilities (Shell): Magical Counterattack (Thunder, 25%), Magic Dependant (cannot take actions if out of MP), Vulnerable Fire, Absorb Water

Attacks (Head): *Treasure Slam: ACC 8, 12+2d6 dam.
Desperation: ACC 4, 4+2d6 dam. (Note: The whelk will only use this attack if it cannot recover the chest, and then only if it is out of MP)
Spells (Head): Laser Eyes, El Nino
Abilities: (Head): Shell Dependant (if the Shell is out of MP, the Head can no longer retract), Retract (after being attacked by two separate characters, the Head is removed from combat for 1d6 rounds), Aura Magic (useable 3 times), Vulnerable Fire, Absorb Water

Abilities (Shared): *Multiple Parts, Large, No Mercy, Immunity (Mini, Charm, Stun, Fear)

Rewards: Drop - Magician Shoes, Rubber Suit, Rank 1 Magicite (Bismark), 2,000 gil, Steal - Tent, Refine - Lightning Marble

El Nino, Rank 1 Blue Magic (15 MP)
Target: Single
Type: Elemental (Fire, Water)
Reflectable

The area around the target is filled with bubbles rising from the ground that have the multi-colored look of oil in water. The water is scalding hot, and deals (INT x 4) +2d6 points of Fire or Water damage, whichever the target is weaker against.


So I suppose that this is a monster AND a spell, even though their isn't a Blue Mage in the party, ungrateful players... The treasure is a bit heavy, but that is intentional as the whole point for the group right now is finding that chest. The items listed are just what I put in there.

Unrest
2010-11-20, 07:00 PM
Dunno what to say about the level of that monster. On the one hand, I think it can absolutely do a TPK if you don't use potions every round, and on the other, it has HP so that you could chop the head off with two or three or four attacks. With a bit more HP I'd push it even to level 5 or 6.

Mecharious
2010-11-20, 09:04 PM
Mega-elixir at level 3?

No no no no no :smalltongue:

Zansumkai
2010-11-21, 12:40 AM
Mega-elixir at level 3?

No no no no no :smalltongue:

Think it's too much? I was concerned at first thinking that they would just try to fence it as soon as they got back to town, but realistically who would buy it? Don't think giving them one reset button, level 3 or otherwise, is throwing things too far out of balance. At any rate though, it's kind of a moot point since the party doesn't have a thief.

DualShadow
2010-11-21, 01:36 AM
Just a question about the scholar, would giving him a job ability that allow him to learn time magic would be too much? Because well if the Red Mage can get it why not the Scholar who is very similar to him in term of magic.

Kobold-Bard
2010-11-21, 04:20 PM
Just a question about the scholar, would giving him a job ability that allow him to learn time magic would be too much? Because well if the Red Mage can get it why not the Scholar who is very similar to him in term of magic.

My only experience of a Scholar is FF3 for the DS, and in that at least they could only use Black & White. Guess I don't see any reason to give them Time Magic, AFAIK it's not a legacy ability in the games and while I would like to give them Time Magic, I feel minor access to Blue Magic makes up for it.

Creed
2010-11-21, 04:39 PM
My only experience of a Scholar is FF3 for the DS, and in that at least they could only use Black & White. Guess I don't see any reason to give them Time Magic, AFAIK it's not a legacy ability in the games and while I would like to give them Time Magic, I feel minor access to Blue Magic makes up for it.

In other news, K-B needs to get to Spira and run his game. /stern.:smallmad::smalltongue:

Kobold-Bard
2010-11-21, 04:53 PM
In other news, K-B needs to get to Spira and run his game. /stern.:smallmad::smalltongue:

I'm working on it you impatient Son of a Shoopuf :smallwink:

Creed
2010-11-21, 04:55 PM
I'm working on it you impatient Son of a Shoopuf :smallwink:

...
*starts working on the Shoopuf as a playable race*:smallbiggrin:

Mecharious
2010-11-21, 06:31 PM
Just so everything's in one place, I'm going to re-post the chemist class here.

Chemist

StatisticsChemists have the same statistics (HP/MP per level, weapon/armor proficiencies, skill points, ACC, and EVA) as the Engineer with one exception. They lose access to Huge weapons and gain proficiency with concealed weapons instead.
Epic Ability: Grand Concoction(Instant/Group) - A chemist, in dire circumstances, can create a powerful concoction capable of turning the tides in a battle. Upon using this ability, the Chemist chooses from the list below, and uses the effects of that potion.
The higher a chemist's Synthesis (Alchemy) skill is, the more choices that character can choose. For example, the character only needs a single skill point in Synthesis (Alchemy) in order to use Potion Spray, but requires 5 skill points in order to use Phoenix Tear.
{table]Skill|Potion|Effect
1|Potion Spray|The group recovers 100hp
2|Ether Spray|The group recovers 100mp
3|X-Remedy|The group recovers from all negative status effects and gains immunity to negative status effects until the end of the chemist’s next turn
4|Shilixer|The group increases their armor and magic armor by an amount equal to the chemist’s level
5|Phoenix Tear|All unconscious group members are revived at full HP. This has no effect on subjects killed by the “No Mercy” ability.
6|Megalixer|All conscious group member are restored to full HP and MP.
7|Angel Tear|The group is restored to full HP and receives the effects of auto-life.
8+|???|All unconscious group members revive at 1HP. All group members then receive the effects of Haste, Protect, and Shell.[/table]
Innate Ability: Refine, just as Engineer.

Job AbilitiesThe chemist loses access to the following Engineer Abilities: Soul of Thamasa, Maintenance, Salvage, Junkyard, and Pandora’s Box.
The chemist may still pick the following Engineer Abilities: Chemist (change name to Auto-Potion), Oil Spill, Twin Accessory, Gillionaire, and Efficient Construction.
New Job AbilitiesThe chemist may select from the following 5 abilities when they would gain a new ability. Engineers may not select these.
Throw Potion (Standard/Single): A chemist may throw any recovery item (including phoenix downs) from a distance. They may target any ally that they see, regardless of the distance. This ability can be used a number of times per session equal to the chemist’s strength rating.
Art of Healing (Special): Any good chemist knows that it is important to be both well versed in creating potions and salves in addition to being able to know how to apply them. Whenever the chemist uses an item on an ally, that ally recovers HP equal to twice the chemist’s intelligence score. This even applies to items such as phoenix downs and eye drops, that normally don’t heal.
Bottomless Bags (Special): A chemist may carry 20 items, instead of the usual 10.
Alchemical Coating (Instant/Single): The chemist may coat one of their, or an ally’s weapon with an alchemical substance. This causes the target’s next physical attack to do any element type in damage, including shadow and holy. This alchemical coating is lost after the target first hits an opponent. This may be used a number of times per session equal to the chemist’s INT rating.
Dispensary (Instant/Self): Some chemists seem to have a never-ending supply of items. Whenever a chemist uses an item, the character may choose not to remove it from their inventory. This may be used a number of times per session equal to the chemist’s SPR rating. This cannot apply to elixers, megalixers, three stars, or a supreme gem.
Legendary Accessory: Philosopher's Stone+6 INT, +4 DEX. When the Chemist uses Grand Concoction, the character keeps a copy of that item to be used at a later time, in addition to the effect being immediately used. This item may be used on the entire party at any later time, but there can only be one Grand Concoction in the chemist's inventory at any given time, and dispensary may not be used with it.

Otogi
2010-11-24, 08:29 PM
Anybody know if this system would be good for adapting another series?

Vauron
2010-11-24, 08:46 PM
With a little work I don't see why not. As an example, the characters of Legend of Mana would be of the more martial classes, like fighter and dragoon, with the instruments being refluffed materia. Or, to use a more recent example, if I were to use this system for a Digital Devil Saga game, most of the characters would be blue mages, just with some new status effects, spells, and some renaming of the spells.

What series do you have in mind?

Otogi
2010-11-24, 11:13 PM
Quite a few, actually. Shin Megami Tensei, Persona and Earthbound.

Alright, just a few.

Actually, I remember someone giving a quick thought about the latter two, just removing or adding a few mechanics, but I wonder how far you can go with it...

Vauron
2010-11-24, 11:20 PM
Out of curiosity, what are you shooting for, persona wise? 'Is able to use a single persona, possibly changing the persona after character development', 'has access to many persona, but some are easier to use than others', or 'has access to all persona your level is high enough for'?

I ask because it'd likely be much easier to make or adapt a class for Naoto than Minato or Tatsuya.

Zansumkai
2010-12-02, 10:35 PM
Don't know what the etiquette policy is on casting Life2 on a thread, but I don't want to see this one die. Anyway, just some quick stuff I put together the other day. I did a write-up for the Selkies of Crystal Chronicles earlier in this thread, so here are the stats for the other three tribes. These don't include background information just yet, only the Bonuses and Jobs sections.

Clavats
Bonuses
The Clavats, while being physically identical to Humes, are a great deal different in terms of their social dynamics and racial background. They are gifted with a touch of White Magic that allows them to grow the finest crops, tend grievous wounds, and provide the neutral influence that keeps the other tribes working in peace.
Whenever a Clavat uses a spell to heal a target, they may add an extra d6 to the healing provided. Additionally, they gain a +1 bonus to the Healing skill, and as part of a standard action to administer a potion to a target they may attempt to make a Challenging Healing skill check. Success causes the potion to heal an additional 50% hp, a Failure indicates the potion only has a normal effect, and a Complication indicates the potion has no effect and is destroyed in the attempt.

Jobs
Despite their peaceful nature, when pressed into life as a soldier or adventurer Clavats often excel at swordsmanship and the use of shields, and their natural talents also lend them towards roles as healers. Fighters, Samurai and White Mages are the most common choices, but Geomancer is a frequent choice as well. Also, Paladins are much more numerous among Clavats then any other tribe, and are seen as an epitome of the Clavats ideals.

Lilties
Racial Bonus
To the Lilties, war has always been what defines them as a tribe. They made war on all other tribes and nearly dominated the known world before their supplies dwindled and they were forced from their seat of power. Even still, the Lilties continued their existence as aggressors, launching many campaigns into the monsters-filled wilds to forge new communities and create safe trade routes. Even now, they are often found creating weapons as smithies, patrolling cities, serving on the Queen’s Guard, or manning Crystal Caravans.
All Lilties can, at character creation, choose to be trained in either Reach or Huge weapons, if their class is not trained in their use already. In addition, whenever a Lilty is equipped with heavy armor, they gain +1 ARM and M.ARM.

Classes
Obviously the Lilties are drawn to any front-line melee class, with the Fighter and Dragoon being most common. Their natural affinity for crafting also leads many to take on the Engineer class, and those with a taste for the forbidden fruit of magic typically delve into the Dark Knight, though such training is never formally taught and not looked well upon. A small group of Lilties, most born after the last war, have moved to the home of the Yukes in Shella and began studying the arts there. These few have shown a surprising aptitude for the path of the Red Mage.


Yukes
Racial Bonus
The only tribe able to stand against the might of the Lilties for any length of time due to their mastery of magic, the Yukes display an affinity for the Arts that is both intuitive and cerebral. Magic is part of them, without it they would be nothing.
A Yuke’s armor serves as a focal point for their magic. At the beginning of each session a Yuke chooses a single element other then Holy and Shadow. They are treated as having the Elemental Enhancer ability for that element for the remainder of the session. If for any reason a Yuke’s ARM or M.ARM is reduced (from the Samurai job ability Armor Break, for example) their armor is considered damaged and they loose the Elemental Enhancement.
Yukes also have access to the following Job Ability, which is added to the list they may normally draw from.

True Mystic
You may now chose Holy or Shadow as your Elemental Enhancer ability at the beginning of a session.

Finally, a Yuke’s relationship with their armor is a complex sort of symbiosis. Any armor the Yuke equips is treated as being effected by the Auto-Repair graft, meaning should it ever be broken it will repair itself after approximately seven hours of rest. This does not allow a Yuke to repair broken armor simply by sleeping in it, the armor must have been in good repair when first donned to gain this benefit.

Jobs: Obviously, anything with a Magic Pool will be a draw for a Yuke, though they also excel at Geomancer and Engineer jobs, with their heavy emphasis on elemental damage. Whatever their chosen path, always expect any Yuke you meet on the road to have a unique and devastatingly effective approach to battle.

So there we go. Although my campaign is not set in Crystal Chronicles I think it's defiantly a setting with some merit. I mean, using the threat of Miasma you've practically got a campaign start and end written for you!

Mecharious
2010-12-03, 01:37 PM
No Selkies? :smalltongue:

Anyway, my thoughts:

Clavats: The extra d6 seems really pointless, especially late game when players can easily have hp around the 500 range. Maybe you should have it scale somewhat, or remove it entirely.

Lilities: The +1 ARM and MARM is useful early game, but near-useless late game. Maybe +1 ARM per tier or something.

Yukes: Isn't enhancer 50% more damage? That just seems way too powerful for a racial trait. I agree that their trait should be magic-centered, but this just seems a bit too much,

DualShadow
2010-12-04, 04:41 PM
Anyone would have some homebrew advice to build an Elemental Field limit break component? Something that come to my mind would be:

Elemental Field (Cost 4 or 6)
Activate an elemental field of a chosen element that last for the limit break (Cost 4) or the rest of the battle (Cost 6). A field that last for the rest of the fight is usable by anyone.

Creed
2010-12-08, 07:48 PM
Releasing a handful of additional abilities for some classes.

Ranger:

Trophy Kill - Slow, Single
The Ranger targets one foe who hit him for damage last turn. The Ranger declares he wants to make a Trophy Kill, and makes an attack with his Ranged Weapon, complete with a wity remark that may range from "Time's Up" to "F*ck you!".
If the target is of lower level than the Ranger and the attack hits, then both the target and the Ranger roll 2d6. If the Ranger wins, the attack is treated as a 100% Death Attack, expending 1 Destiny in the process. If the target wins, then nothing happens.
The Destiny is only expended if the Death Attack is successful. this ability may only be used once per session. If it is unsuccessful, than it may not be used again for the rest of the session. A Trophy Kill is only able to be done with a Ranged Weapon.

Zansumkai
2010-12-09, 01:59 PM
No Selkies? :smalltongue:

Anyway, my thoughts:

Clavats: The extra d6 seems really pointless, especially late game when players can easily have hp around the 500 range. Maybe you should have it scale somewhat, or remove it entirely.

Lilities: The +1 ARM and MARM is useful early game, but near-useless late game. Maybe +1 ARM per tier or something.

Yukes: Isn't enhancer 50% more damage? That just seems way too powerful for a racial trait. I agree that their trait should be magic-centered, but this just seems a bit too much,

Just a heads up, I did Selkies already, they're linked from the first post. So they're also the only custom race I've done that's actually getting some playtime, and that's not just for FFd6 but every game I've DMed. Ungrateful players...

Anyway thanks for the input, it took a little while to process and come up with a good retort, but here we go. As far as the Clavats and Lilties go I have to disagree to an extent. I would agree that 1d6 won't make much difference as far as a high level healing spell goes, but then I could also argue that the 2d6 you roll anyway isn't much of a big deal either. Just for reference a Clavat who casts Cure 3, with a Int of 20 (I'm just ball-parking that one), would heal 120+3d6 hp, or in other words 123-138, as opposed to 122-132. So yes it isn't huge but I think anything more then that would throw them over the top, even if you made it their only racial ability. One thing I tried to avoid was turning each race into a one-trick pony, so to speak, and I didn't want the Clavats to just be heal-bots.

For the Lilties, I've been going back and forth a bit on the idea. Tentatively, adding the tier of the armor to their ARM and M.ARM doesn't seem too over powered, but then it also brings the M.ARM up to close to that of Medium Armor, so I thought perhaps only adding half the tier of the armor instead, but then it feels too weak. I think I'd have to play-test this one and see which I like better.

Finally the Yukes. Yeah after looking at it just giving them the Elemental Enhancer at level one does seem a little too much. It's a tier 3 ability so shouldn't be showing up until level 9 or so. So rather then just let them have it I'm thinking instead that Yukes have access to the Engineer ability Soul of Thamasa, but only when crafting armor for themselves and only for the Elemental Enhancer ability. This means they'd have to drop 2 points of destiny to give it to a tier 1 armor, or 1 point for tier 2. So your average Yuke would probably not be gaining the ability until level 4ish, depending on how the game plays out. Since they already paid the piper here with destiny and sinking skill points into Synthesis, I would say they don't have to worry about armor damage negating the ability like I originally wrote, and instead just leave the auto repair and this ability to make their own armor better as their racials.

Mecharious
2010-12-09, 02:35 PM
Anyway thanks for the input, it took a little while to process and come up with a good retort, but here we go. As far as the Clavats and Lilties go I have to disagree to an extent. I would agree that 1d6 won't make much difference as far as a high level healing spell goes, but then I could also argue that the 2d6 you roll anyway isn't much of a big deal either. Just for reference a Clavat who casts Cure 3, with a Int of 20 (I'm just ball-parking that one), would heal 120+3d6 hp, or in other words 123-138, as opposed to 122-132. So yes it isn't huge but I think anything more then that would throw them over the top, even if you made it their only racial ability. One thing I tried to avoid was turning each race into a one-trick pony, so to speak, and I didn't want the Clavats to just be heal-bots.

I think racial abilities should be as effective at each level of play, though. Anyway, you already gave them two other abilities, so even if you got rid of it they wouldn't be one trick ponies.


For the Lilties, I've been going back and forth a bit on the idea. Tentatively, adding the tier of the armor to their ARM and M.ARM doesn't seem too over powered, but then it also brings the M.ARM up to close to that of Medium Armor, so I thought perhaps only adding half the tier of the armor instead, but then it feels too weak. I think I'd have to play-test this one and see which I like better.

Well Tier 7 armor is 150/50 or 100/100, right? 57 isn't getting that close to the MARM of medium.


Finally the Yukes. Yeah after looking at it just giving them the Elemental Enhancer at level one does seem a little too much. It's a tier 3 ability so shouldn't be showing up until level 9 or so. So rather then just let them have it I'm thinking instead that Yukes have access to the Engineer ability Soul of Thamasa, but only when crafting armor for themselves and only for the Elemental Enhancer ability. This means they'd have to drop 2 points of destiny to give it to a tier 1 armor, or 1 point for tier 2. So your average Yuke would probably not be gaining the ability until level 4ish, depending on how the game plays out. Since they already paid the piper here with destiny and sinking skill points into Synthesis, I would say they don't have to worry about armor damage negating the ability like I originally wrote, and instead just leave the auto repair and this ability to make their own armor better as their racials.

That would work better, yeah.

Zansumkai
2010-12-09, 03:02 PM
So on to the thing I originally logged in for :smallwink:

I've been working up a few setting and game specific rules, and I wanted to bounce them off you guys and see if I'm totally out of whack here.

The first and big one is an alternative to using the Freelancer to multi-class. Keep in mind that, for now, I'm only using this to design NPC party members for my group. I've only two players right now, and since Final Fantasy is very much about creating your party and unlocking those party-member's respective abilities and back stories I felt like it'd be a missed opportunity on my part not to tap into that. Also, I am using FF6 as my setting, so it's a balancing act as far as magic/non-magic goes. I can't just whip up a bunch of casters since there are really only three sources of magic user in the game, the Magi, Magitek Infusion and via Esper (either through Magicite or parentage). But since magic was supposedly widespread I came up with this idea, the Inert Magi.

At first level, a MP using class can instead be a Inert Mage. This means that they do not gain an MP pool or Spells through any means until certain prerequisites have been met. To compensate this initial deficiency they gain a few abilities from another, non-casting class. The Inert Mage selects one other class and gain the following from it: Training in 1 weapon that class can use and 2 Job Abilities which the Inert Mage may take as if they were Shared Job Abilities. Additionally, they chose 1 Job Ability from the Freelancer class which is added to their pool of Shared Abilities, and gain training in Medium armor if they weren't already. They do not gain any sort of HP, EVA or ACC progression from their other class, or any other benefit such as access to the Job's Epic, Innate or Special abilities, Job specific gear, or the like.

In order to gain access to their class's Spells, the Inert Mage must go through some kind of trial or training. This could be undertaking a quest with a certain Magicite equipped, finding the village of Thamasa and training with the Magi, undergoing the infusion process to become and Magitek Knight, or whatever feels appropriate. In game terms, one of the character's short-term goals must be a quest of some kind to unlock their abilities. The exact timing and details of the quest are left to the GM, but making the quest occur around levels 5 to 10 sounds about right (to me, at least).

Once the character completes this quest, they begin gaining spells a a accelerated rate, and retroactively gain an MP pool as determined by their Int and Level as normal. The character immediately learns their first level spells according to their class, then progresses one step on their Spell Progression Chart for each level they gain until they have gained all the spells due to them according to level. For instance, an Inert White Mage who unlocks her spellcasting at level 9 would immediately learn 2 Rank 1 White Magic. Then, at levels 10 through 13 would gain an additional Rank 1 spell. Level 14 would unlock her first Rank 2, and 15 through 17 she would gain a Rank 1 or 2 spell. It would take her until level 22 to catch up to her full progression. If an Inert Mage completes their Lifetime Goal before catching up to their proper progression, they immediately learn all spells due to them. Also, they may not learn any rank 5 spells until they've completed their Lifetime Goal.

So that's it. I'm not good at breaking rules systems but I'm fairly sure someone could build something horrible using these rules, but at face value I think they're fairly balanced. Like the Freelancer, it'll take them most of their adventuring career to catch up in power to a pure caster class, but when they do they'll have several tricks the others don't, but the effect won't be quite as dramatic as a Freelancer.

Here's the bones of a couple characters I've thought up.

Ayiselyn, Inert White Mage
Alternate Job - Samurai
Extra Weapon Training - Ranged
Expanded Job Pool - Pray, Warding Circle, Flawless Form
Quest: Ayiselyn is a priestess at one of the three great burial towers, places where the inhabitants of the Figaro desert bring their dead. She has always felt like there is a sort of hidden potential in her that is tied to both life and death and often dreams of the afterlife. She wonders if there could be a way to travel to the 'other side' and return so she might find an ancient spirit to guide her.

Weinard, Inert Paladin
Alternate Job - Ranger
Extra Weapon Training - Concealed
Expanded Job Pool - Outmaneuver, X-Fight, Advice
Quest: A talented leader, Weinard was once the man-at-arms of General Leo and trained at the hand of the great warrior. However, a rift formed between the two when Leo decided to continue to support the Empire even after numerous atrocities. As an early candidate for Magitek infusion Weinard has some knowledge of how the process works and though he was tempted by the power he instead seeks a more natural way to unlock magical ability in himself.

Well it's now time to start getting ready for work, and I don't remember what other things I was working on. Oh well.

Creed
2010-12-09, 07:53 PM
New Job, Outlaw


Outlaw
Contrary to popular opinion, there are many types of thieves who prefer armed force, commonly known as outlaws. The Outlaw is no simple cutthroat, however, and posses a trick or two up his sleeve for tight situations.
There is no formal training for an Outlaw, and to say they are born as one is impossible. More they are forced to resort to the instinctive skills of the Outlaw as an act of Fate.

HP/Level: +7
MP/Level: +3
Weapons: Blade, Ranged
Armor: Light
Skill Points: 15
ACC: 1 + SPR Rating
EVA: 1 + SPR or DEX rating
Spell Progression: Same as Paladin or Dark Knight

Epic Ability: Brutallity- Standard, Local
The Outlaw is a brutal fighter, his ruthlessness knowing no bounds. While jumping from target to target, the Outlaw makes an attack on each opponent that is an automatic critical hit that bypasses armor, no matter how strong.
After his ruthless assault is over, the effects of his great expenditure then take it's toll on the Outlaw, who takes damage as if he were the subject of one of his own critical hits. This damage bypasses armor as well.
Each attack must also hit to take effect. The final self attack automatically hits.

Innate Ability: Black Magic- Standard, Varies
The Outlaw is a combatant first and foremost, but when things get hairy the Outlaw has his trusty sidearm; Black Magic. He may never master the fine art, but swinging a blade while doing it makes up for it.


Job Abilities

Improver Favored Terrain - Self, Passive
Upon taking this ability, the Outlaw choses one Terrain type of his choice. He gains +2 to all rolls except Synthesis while in this terrain. This ability does not Stack with "Favored Terrain" and may only be taken once.


White Crystal - Standard, Varies

Upon taking this ability, the Outlaw may forsake his use of Black Magic and exchange each Black Magic Spell he knows for one of the White
Magic school of appropriate level. He gains Spell Progression as normal, but future spells are now chosen from White Magic as well

Hourglass Crystal - Standard, Varies

Upon taking this ability, the Outlaw may forsake his use of Black Magic and exchange each Black Magic Spell he knows for one of the Time
Magic school of appropriate level. He gains Spell Progression as normal, but future spells are now chosen from Time Magic as well


Flourish - Standard, Single
The Outlaw whips his blade at an awkward angle, catching his foe offguard. When the Outlaw uses this ability, he ignores all armor of his opponent for this attack. This ability is only ablicable to Blade weapons. This ability may be used a number of times per session equal to the Outlaw's SPR rating.


Wanted For... - Passive
For whatever reason, the Outlaw is a wanted man. In spite of this, it has merely increased his subsantial notoriety among others. The Outlaw gains a +3 Negotiation, Inquiry, Perform, and Trade Bonus in a chosen Terrain. However, because of his notoriety, the Outlaw also gets a -2 to all Acting rolls in this terrain.


Improved Combatant - Passive
The Outlaw is prepared to fight whenever, and with whatever, he needs. The Outlaw gains proficency with two of the weapon categories he does not have access to, excluding Two Weapons.

Unfair Advantage - Standard, Single
With a deft strike, the Outlaw renders one object useless.
After making a successful melee attack, the Outlaw may choose to deal 0 damage and instead, shatter a weapon, armor, or accessory the target is currently holding. The Outlaw makes a STR check opposed by the opponent’s STR or DEX, whichever is higher. If the Outlaw wins the object is destroyed, and if the foe wins there is no effect. Broken objects can usually be reforged for 25% of their normal price. This ability may be used times per session equal to the Outlaw's SPR rating.
Obviously, weapons with the Indestructible property are immune to this attack.

Charming, in a Bloothirsty Sort of Way - Passive
The Outlaw is charismatic in his own right, despite his obvious flaws. For the purposes of Abilities and determining Skill Maximums, the Outlaw's SPR rating is treated as one greater than it is.


Step on a Few Toes - Passive
The Outlaw has a fast and furious fighting style, up close and personal. You have mastered this technique, dancing around your foes while impeding them. At Short Range, the Outlaw gains +1 to ACC and any enemies within Short Range lose -1 to EVA.

Defensive Stance - Slow, Self
The Outlaw falls back to a defensive position. This turn, the Outlaw cannot attack and has a +3 to ARM and M.ARM. This ability may be used once per combat.



'Nother Job in the works, called Bodyguard. Coming in soon

Zansumkai
2010-12-10, 01:10 AM
I think racial abilities should be as effective at each level of play, though. Anyway, you already gave them two other abilities, so even if you got rid of it they wouldn't be one trick ponies.

I wholeheartedly agree, but also try to keep in mind that the races given in the core book have abilities that are, power-wise, about equal to a low level weapon ability, or about half of a job ability. In any case though, this back and forth has made me think I went the wrong route with Clavats in the first place, so I'm going to give them some more thought. Originally my intent was to capitalize on their ties to magic use, defensive abilities, and peaceful nature, which to me sounds like ideal paladins and I think I'm getting away from that. Thankfully these races are more of a mental exercise so far, rather then something that is actually going to show up in my game.


Well Tier 7 armor is 150/50 or 100/100, right? 57 isn't getting that close to the MARM of medium.

True, true, I was making more of a middle tier comparison there but the numbers multiply pretty dramatically at the upper levels. So while I was typing my counter-point out though I crunched some numbers and realized what I was about to say was moot. The jist of it was I was concerned that, if you assume damage mitigation and higher hp pools have generally the same effect, a Lilty would have a marked advantage over Hume. But once I actually did the math on it...

I compared two theoretic level 30 heavy armor wearers. In one corner we have a Lilty with 158 ARM and 600 hp, in the other we have a Hume with 150 ARM and 690 hp. Then I took the highest level 'normal' monster in the bestiary (the Exoray) and using the average damage of its best physical attack I came to 318 damage, then added it up to see how many rounds each could last. The Hume won at 5 rounds, while the Lilty only lasted 4.

I realized I was worried about nothing essentially. So yes +1 ARM and M.ARM per tier of armor shouldn't break anything, although the usefulness does seem to drop off a touch at high levels.

Mecharious
2010-12-10, 01:30 AM
New Job, Outlaw
HP/Level: +7
MP/Level: +3
Weapons: Blade, Ranged
Armor: Light
Skill Points: 15
ACC: 1 + SPR Rating
EVA: 1 + SPR or DEX rating
Spell Progression: Same as Paladin or Dark Knight

7hp puts it on the same level as a fighter or paladin. Is this intentional? They don't seem like they're supposed to be tanky. Also, accuracy based soley on spirit seems a bit weird. I think that would make it the only class in the game that doesn't use dex or str to calculate that.


Epic Ability: Brutallity- Slow, Local
The Outlaw is a brutal fighter, his ruthlessness knowing no bounds. While jumping from target to target, the Outlaw makes an attack on each opponent that is an automatic critical hit that bypasses armor, no matter how strong.
After his ruthless assault is over, the effects of his great expenditure then take it's toll on the Outlaw, who takes damage as if he were the subject of one of his own critical hits. This damage bypasses armor as well.

A slow action? Does that mean the epic action can be interrupted? Does the character still retain the destiny? Also, does the attack automatically hit? I'm not sure based on the wording.



Improver Favored Terrain - Self, Passive
Upon taking this ability, the Outlaw choses one Terrain type of his choice. He gains +4 to all rolls save Synthesis while in this terrain. This ability does not Stack with "Favored Terrain" and may only be taken once.


Err, I think you mean Improved :smalltongue: Anyway, you might want to specify that Favored Terrain is a shared ability (and wouldn't stack anyway based on the description. I think there was a reason Favored Terrain didn't include synthesis checks, though. You don't want to delay the party by saying "Hey, we need to head back to the mountains so I can make this blade!" Although pretty much everyone will take town anyway, which will basically allow you to make +4 synth checks whenever you stop. Seems a bit too powerful.


Blue Crystal - Standard, Varies
Upon taking this ability, the Outlaw may forsake his use of Black Magic and exchange each Black Magic Spell he knows for one of the Blue Magic school of appropriate level. He gains Spell Progression as normal, but future spells are now chosen from Blue Magic as well.

That sort of goes against the Blue Magic principle that you're supposed to learn the abilities yourself. Gameplay wise, Blue magic only goes up to level 3, and it's supposed to be a lot more powerful than level 3 Black magic at that level, which could lead to getting the highest level blue magic 7 levels higher than a blue mage would. I don't think an Outlaw should be better and Blue magic than a Blue mage.


White Crystal - Standard, Varies

Upon taking this ability, the Outlaw may forsake his use of Black Magic and exchange each Black Magic Spell he knows for one of the White
Magic school of appropriate level. He gains Spell Progression as normal, but future spells are now chosen from White Magic as well

Works a lot better than Blue Crystal


Hourglass Crystal - Standard, Varies

Upon taking this ability, the Outlaw may forsake his use of Black Magic and exchange each Black Magic Spell he knows for one of the Time
Magic school of appropriate level. He gains Spell Progression as normal, but future spells are now chosen from Time Magic as well

Do I see a pattern here?


Flourish - Standard, Single
The Outlaw whips his blade at an awkward angle, catching his foe offguard. When the Outlaw uses this ability, he ignores all armor of his opponent for this attack. This ability is only ablicable to Blade weapons. This ability may be used a number of times per session equal to the Outlaw's SPR rating.


So basically extra piercing strikes? Looks good.


Wanted For... - Passive
For whatever reason, the Outlaw is a wanted man. In spite of this, it has merely increased his subsantial notoriety among others. The Outlaw gains a +3 Negotiation, Inquiry, Perform, and Trade Bonus in a chosen Terrain. However, because of his notoriety, the Outlaw also gets a -2 to all Acting rolls in this terrain.


This doesn't run into the same problem as a synth bonus, although I'm willing to bet most players would just pick Town.


Improved Combatant - Passive
The Outlaw is prepared to fight whenever, and with whatever, he needs. The Outlaw gains proficency with two of the weapon categories he does not have access to, excluding Two Weapons.

So an improved version of the shared ability? Fits reasonably.


Unfair Advantage - Standard, Single
With a deft strike, the Outlaw renders one object useless.
After making a successful melee attack, the Outlaw may choose to deal 0 damage and instead, shatter a weapon, armor, or accessory the target is currently holding. The Outlaw makes a STR check opposed by the opponent’s STR or DEX, whichever is higher. If the Outlaw wins the object is destroyed, and if the foe wins there is no effect. Broken objects can usually be reforged for 25% of their normal price. This ability may be used times per session equal to the Outlaw's SPR rating.
Obviously, weapons with the Indestructible property are immune to this attack.

Strictly better than the ninja ability, because of usage. But I'm fine with it.


Charming, in a Bloothirsty Sort of Way - Passive
The Outlaw is charismatic in his own right, despite his obvious flaws. For the purposes of Abilities and determining Skill Maximums, the Outlaw's SPR rating is treated as one greater than it is.


Another skill ability? Works fine, I suppose.


Step on a Few Toes - Passive
The Outlaw has a fast and furious fighting style, up close and personal. You have mastered this technique, dancing around your foes while impeding them. At Short Range, the Outlaw gains +1 to ACC and any enemies within Short Range lose -1 to EVA. These bonuses increase and decrease to 2at Level 10, 3 at Level 20, and 4 at Level 30.
]

Eh... I think it's fine without the scaling.

Creed
2010-12-10, 07:34 AM
I'll correct these soon, thanks for feedback!

Kobold-Bard
2010-12-11, 08:48 AM
@IcarusWings: Any chance you're going to finish the Keymaster?

Other stuff will be added to first post later today.

DualShadow
2010-12-11, 10:43 AM
Elemental Field (Cost 4 or 6)
Activate an elemental field of a chosen element that last for the limit break (Cost 4) or the rest of the battle (Cost 6). A field that last for the rest of the fight is usable by anyone.

Quoting myself because it I think it went unnoticed.

IcarusWings
2010-12-11, 11:59 AM
@IcarusWings: Any chance you're going to finish the Keymaster?


I'd like to, but I can't think of any more abilities. If any one has any ideas, feel free to say it.

Kobold-Bard
2010-12-11, 12:04 PM
I'd like to, but I can't think of any more abilities. If any one has any ideas, feel free to say it.

I meant the Epic Ability really. Job Abilities can be replaced with shared ones, that can't.

IcarusWings
2010-12-11, 04:37 PM
I meant the Epic Ability really. Job Abilities can be replaced with shared ones, that can't.

Fair enough, any ideas?

Kobold-Bard
2010-12-11, 04:39 PM
Fair enough, any ideas?

If you insist on Drive Form being a Standard Job ability, then Final Form might be an idea?

Gain a second Keyblade as well as the ability to fly and attack a a Medium Range. Give them assorted bonuses to att & dmg based on Keyblade Tier etc?

IcarusWings
2010-12-11, 04:44 PM
yeah, that should do it. I'll work on that soon, a bit tired at the moment though.

Mecharious
2010-12-11, 06:41 PM
Quoting myself because it I think it went unnoticed.

Nah, I just usually don't post unless I'm going to have a lot to type.

Anyway, I think it's fair. Elemental fields give enhancer for that particular element, but you might want to encourage creative uses for it.

Kobold-Bard
2010-12-12, 08:06 AM
OP updated to Outlaw.

I'll be adding the Sinscales & a home-made Sinspawn I'm using in my game up once the combat's over.

Dust
2010-12-12, 05:29 PM
Continuing to greatly enjoy this thread. Will have to be asking permission to incorporate quite a bit of this into the official book.

Mecharious
2010-12-12, 05:50 PM
(Star eyes)

We couldn't do it without a great system to base it on :smallsmile:

Edit: KB, could you include Temotei's Fencer on the first page?

Creed
2010-12-12, 07:28 PM
Continuing to greatly enjoy this thread. Will have to be asking permission to incorporate quite a bit of this into the official book.

Like what?

*heart eyes*

Temotei
2010-12-12, 08:05 PM
Edit: KB, could you include Temotei's Fencer on the first page?

It wasn't already? Darn. I need to pay attention. :smallsigh:

Kobold-Bard
2010-12-13, 03:50 AM
It wasn't already? Darn. I need to pay attention. :smallsigh:

You're not the only one apparently :smallannoyed:@self

I'll do it when I get home, is it in this thread?

Mecharious
2010-12-13, 02:54 PM
It's on post #44

Kobold-Bard
2010-12-13, 03:01 PM
Apparently I missed a whole bunch of stuff from that area of the thread. My sincerest apologies (especially if it turns out I've missed something else).

Though, the Angler Whelk still gives a megalixer, is that to be changed?

Zansumkai
2010-12-15, 01:31 PM
Went ahead and edited the whelk since there was some concern over the loot. However, I still contend that giving the group one reset button is going to have pretty much the same level of power regardless of when and where it's used.

Dust
2010-12-15, 04:29 PM
I agree wholeheartedly. I also think that if you're the sort to grant your group a 'reset button item,' better to do it early in the game (like, say, off the first boss Whelk) and let them sit on it. Makes for a fun metagame dynamic as the party starts taking crazy risks.

Kobold-Bard
2010-12-15, 04:36 PM
I disagree. Early super items should only be obtained by taking the time to master an obscenely obtuse minigame. Getting them from an enemy seems to easy.

But who am I to argue with the master! Add it back in if you prefer; I just archive the homebrew, I don't affect it.

Temotei
2010-12-29, 05:21 PM
Tournesol
Tier 8 Blade, STR +4, Break Damage Limit, Indestructible, Piercing, Precision, Special Ability
The Tournesol, also called Sunflower, due to its appearance and name, is an extremely deadly weapon, able to strike almost any enemy down with no effort. Its most notable features are its sun-shaped cross-guard and its blade, which curves like waves on the ocean. Despite its thinness, the Tournesol is sturdy and strong.
Anyone wielding Tournesol who is physically damaged gains the Auto-Life ability. This only activates once per battle. As well, when this ability is activated, the character heals an amount of HP equal to their level.

Wyrmhero Blade
Tier 8 Blade, STR +2, Break Damage Limit, Indestructible, Piercing, Precision, Holy Strike, Special Ability
The Wyrmhero Blade is a greatsword of immense power. In its pommel is set a ruby, matching one in the W-shaped crossguard. Its blade shines with silver on the edge, while deep red outlines gold with an inscription of foreign words no one has deciphered since its creation.
Wielding the Wyrmhero Blade is a unique honor available to anyone worthy of acquiring it. Any character can wield the Wyrmhero Blade with no penalty, regardless of their ability to use weapons of the Blade type. As well, any damage the wielder deals, whether physical or magical, is increased by one damage step.

Kobold-Bard
2011-01-02, 07:51 AM
Added the new weapons to the inventory.

If Icarus doesn't finish the Keymaster soon I'm going to take over. In the meantime I'm going to start on probably the Trainer Job from FFX-2 (don't judge me, fluff can be rewritten :smalltongue:)

IcarusWings
2011-01-02, 08:43 AM
Despair not! I've been playing Birth by Sleep (christmas present) so I haz more ideas for the Keymaster.

wiimanclassic
2011-01-02, 09:44 PM
Well my homebrewed setting is coming along. We got a bit of fluff and one extinct player race. The Mithra made Machina(still looking for better name. They are like warforged) that look like the Machina Defenders from FF10. They used them for war, ended badly, machina attain sentience. They make smaller bodies and eventuly become the only thing left of the mithra. The smaller bodies come in 2 standard versions with a few(as of yet undecided) others. The oldest of the Machina still guard the ancient city fulfilling the last task they were given. They lead the rest of the machina and have adopted the Mithra city of (insert name here) as a capital.

Model L(Large) +2 strength -2 Dex. 7 feet tall hulking brutes. Used for the more adventures machina.

Model M(Medium) +2 dex -2 strength. 5 feet tall. Normally used by crafters or those who prefer non brute force methods of fighting.





I may except some feed back from here but this a community project on another forum.

IcarusWings
2011-01-03, 08:19 AM
Aaand the Keymaster is finished! Added 5 abilities and the Epic Ability. Probably crap-broken though, so could still use feedback.

Kobold-Bard
2011-01-03, 09:17 AM
Make final form last 4 rounds or a stat rating (probably spr) rounds. Seems a bit ott giving them EVERYTHING, especially since the game version doesn't give you that. I'd give them a free use of Drive Form while the duration of Final Form is active, let them attack at medium range and fly, and let ten use any abilities they jaw without using a use of them up.

The new abilities look ok, though the one that let's you throw it in a straight
line might be a bit pants since I don't recall the system using direction when aiming stuff.

And as always I find it extremely unfair that it gets better HP & MP than the Red Mage, and can also use more varied weapons than them, get access to time magic for free, all on top of their self upgrading weapon. It's like you hate the Red Mage. Meh :smallsigh:

IcarusWings
2011-01-03, 10:48 AM
Make final form last 4 rounds or a stat rating (probably spr) rounds. Seems a bit ott giving them EVERYTHING, especially since the game version doesn't give you that. I'd give them a free use of Drive Form while the duration of Final Form is active, let them attack at medium range and fly, and let ten use any abilities they jaw without using a use of them up.

Fair enough, it's actually been a while since I played KH 2, so I couldn't quite remember what Final Form actually did. I'll probably change it to that.


The new abilities look ok, though the one that let's you throw it in a straight
line might be a bit pants since I don't recall the system using direction when aiming stuff.

Yeah, that's the one I was most worried about. It's always hard to acheive that sort of effect in a system that doesn't have described shapes (like line, cone, sphere etc. in D&D) so I wasn't too sure about it.


And as always I find it extremely unfair that it gets better HP & MP than the Rad Mage, and can also use more varied weapons than them, get access to time magic for free, all on top of their self upgrading weapon. It's like you hate the Red Mage. Meh :smallsigh:

Damn, I kept forgetting too change that. I'm probably just going too give them lower MP, as I can't imagine them being more frail than the Red Mage, and I don't really think the time magic thing is an issue as they still have to spend an ability slot to get any magic at all.
Plus, they get less spells than the Red Mage, doubly so if they don't take Key Magic at first level (which they'd be pretty crazy not to, but still).
And believe me, I don't hate the Red Mage, they're one of my favourites. Blue mage however, just annoys me (not a fault of the system, I just don't like the concept. Never liked them in the FF games either).

Mecharious
2011-01-03, 01:16 PM
Okay, I'm back, people! I'm not making any homebrew for the system at the moment, but I'd be happy to review other people's work like I usually do.

wiimanclassic
2011-01-15, 12:19 AM
Ok in the home brew world we got a villain setting himself up to attain god hood.......no comment on how but we got it worked out.

Just telling you guys


Plan to post all the info when its done. Possibly in a nice PDF.

Zansumkai
2011-01-15, 04:04 PM
And lo, the blessings of the Dust were obtained, and there was Megaelixer, and it was good.


Early super items should only be obtained by taking the time to master an obscenely obtuse minigame.

However sir I like the way you think. Maybe I could get a little 1-shot alchohol bottle, fill it with something glittery, and put it at the end of a obnoxious board game missing half the pieces...

In any case though, the point is moot since my players lost interest. THEY want to run around and be elves and fight dragons and whatnot. Ingrates.

steelsmiter
2011-01-16, 05:58 PM
I was wondering if it would be too bothersome to give androids some of the abilities of any class by way of grafts as long as it would make sense... Things like Libra Eye, or similar. I'll edit this post to reflect more accurate representations of what I want once my computer stops being retarded.

I think I'll post it on a new post

steelsmiter
2011-01-23, 04:53 PM
A few notes on pricing for the purposes of my graft Houserules... There are several job abilities, race features, etc that grant kewl stuff that would make sense as a bionic adjustment to androids or grafted peeps, I tried to have a looksee at duplicated things... Flight in particular was of great help in determining pricing.

For an ability that is one of the better manifestations like the Aerial Mutation, cost would be 4 points (having the autorepair graft essentially gives you a job ability)

Having only part of a better job ability or whatnot like Time Mage Flight (which you can still use at whim but doesn't have Aerial Killer) it's 3 points

Having a limited job ability which you can only use for a duration based on an attribute score (Like Moogle limited flight) is 2 points. Other Grafts use pricing similar to a preexisting graft they're on par with...

Without further ado I bring you the following grafts:

Golden Eye
(4 points)
You have a shiny yellow orb in your eye socket surrounded by a large metal housing that facilitates the electronic equipment required for analysis of brain waves.
Location: One Eye
Effect: Golden Gaze Job ability

Libra Eye
(3 points)
You have a black eye socket with a green crosshair surrounded by a large metal housing that analyzes visual imput.
Location: One Eye
Effect: Scan Job ability

Libra Eye Mk 2
(4 points)
You have a black eye socket with a green crosshair surrounded by a large metal housing that Analyzes visual imput.
Location: One Eye
Effect: Advice Job ability

Jet Pack
(2 points)
Your back opens up, rockets come out and you can fly, but it is limited by your own energy...

Location: Back
Effect: Limited Flight

Jet Pack Mk 2
(3 points)
Your back opens up, rockets come out and you can fly, There is no limitation on this improved flight
Location: Back
Effect: Flight


Subdermal Armor
(4 points)
Your skeleton is reinforced with metal which upon entry to your body was molten... musta hurt.
Location: Skeleton
Effect: Skin of Iron Job ability

At first I considered several options not on this list... First Strike or Preemptive Footwork, or Take Aim, but I can't think of a good medium...

Edit: Fixed.

Creed
2011-01-25, 10:17 PM
Subdermal Armor
(4 points)
You have a black eye socket with a green crosshair surrounded by a large metal housing that Analyzes visual imput.
Location: Skeleton
Effect: Skin of Iron Job ability
At first I considered several options not on this list... First Strike or Preemptive Footwork, or Take Aim, but I can't think of a good medium...

Copy paste mess up? Or is the eye a gateway to the skeleton?:smalltongue:

steelsmiter
2011-01-27, 04:08 PM
Copy paste mess up? Or is the eye a gateway to the skeleton?:smalltongue:

yeah it should be you have admantite in your skeletal system or similar, thanks... though to be honest I like your idea on the gateway much better... :smallbiggrin:

fixed it

steelsmiter
2011-01-28, 03:02 PM
Also forgot Claws

Claws
(3 points)
Your fists have claws which you can flavor to be retractable if you like.
Location: Fists
Effect: Claws which function much like the Beast Mutation but you don't get beast killer

WOLVERINE GO! as soon as I can figure out a regenerative graft :smallbiggrin:

Creed
2011-01-28, 11:46 PM
Also forgot Claws

Claws
(3 points)
Your fists have claws which you can flavor to be retractable if you like.
Location: Fists
Effect: Claws which function much like the Beast Mutation but you don't get beast killer

WOLVERINE GO! as soon as I can figure out a regenerative graft :smallbiggrin:

auto-repair

wiimanclassic
2011-01-29, 07:43 PM
auto-repair

Hm. Should an android with that get SOME kind of regeneration? Maybe that kind of auto repair would cost more?

steelsmiter
2011-01-30, 04:42 PM
Hm. Should an android with that get SOME kind of regeneration? Maybe that kind of auto repair would cost more?

well yeah I was going for an Auto-Repair mk 2 but wasn't liking the idea of perminent auto regen, and couldn't figure out how I wanted to do Cure castings with regard to only the android...

wiimanclassic
2011-01-30, 04:50 PM
well yeah I was going for an Auto-Repair mk 2 but wasn't liking the idea of perminent auto regen, and couldn't figure out how I wanted to do Cure castings with regard to only the android...

A toned done version of regen then? Maybe a 4th the amount it would heal or something?

steelsmiter
2011-01-30, 05:03 PM
That's possible, actually I was thinking on changing auto regen and auto poison in general, since characters in late game rarely benefitted so massively as a tenth of their health or damaging a tenth of their target's health, I was thinking on making it a flat number of dice regardless of what level or Vit or HP the target had.

steelsmiter
2011-01-30, 05:17 PM
Possible fix for Martial Arts

As is, MA leaves a bit to be desired in terms of suspension of disbelief at least for me... Furthermore when I think of someone who's able to get a boatload more damage out of his fists, that person is pretty consistently able to do so without any reliance on a high tier weapon.

This proposed fix somewhat alleviates the problems:

Martial Arts is reliant on the number of Improved Arsenal levels the character posesses. Unlike regular IA, for the most part, the monk uses his fists and doesn't need to make additional skill or attribute checks beyond the standard ACC roll. The monk is still able to use IA for its normal use but in picking up things like live sharks, the additional roll is still required.

Additionally, the monk only suffers a loss in damage potential if his levels of IA are lower than the tier of his weapon once that weapon breaks.

steelsmiter
2011-02-08, 12:46 PM
Something to make fighters an attractive option:

Weapon Specialization– Passive, Self
A fighter may choose a weapon category he knows. Weapons of that category deal an additional damage step at all times. this doesn't necessarily replace trauma but doesn't stack with it.

Namillus
2011-02-13, 06:22 PM
For people who want to pull a Cecil as of Dissidia: Final Fantasy, but don't want to start as a Freelancer:

Dark Knight/Paladin Ability
Proteus - Special
The paths of the Dark Sword and the Holy Light seem mutually exclusive at first, but true masters of either art understand that darkness and light are as complementary as they are opposed. Such heroes are able to bridle light and darkness, calling upon the powers of both or either as they choose. A Paladin or Dark Knight who selects this ability may in future select abilities from the opposing Job, and may switch their Epic Ability for the other 1/session; the switch will reverse itself at the end of the session.

Temotei
2011-02-14, 04:55 PM
Zodiac Spear
Tier 8 Reach, STR +2, Break Damage Limit, Indestructible, Piercing, Special Ability, Triple Critical
The Zodiac Spear is fairly nondescript. The thin silver shaft goes up to a flaring head that tapers in quickly, making bladed edges. Notably, both sides of the spear appear to be usable in combat, though the head is somewhat sharper and stronger.
Wielders of the Zodiac Spear have been regarded as some of the most powerful individuals ever, as well as some of the most versatile. At the start of every combat, the wielder of the Zodiac Spear rolls d6 twice. The weapon changes to gain the strength of a certain element and of a critical strike ability, which activates on a critical hit, based on the results, as shown on the tables below.






Roll
Element Strike


1
Firestrike


2
Windstrike


3
Earthstrike


4
Lightningstrike


5
Waterstrike


6
Icestrike






Roll
Critical Strike


1
50% chance to inflict KO


2
Halves foe's HP after damage


3
Deals two additional damage steps of holy damage (not multiplied by critical hit)


4
Forces elemental weakness on opponent matching Zodiac Spear's element


5
Reduces all of target's ability ratings to 50% (rounded up) and deals an additional damage step of nonelemental damage


6
Restores wielder's HP and MP by 100% of damage and grants a +1 bonus on rolls to resist spell effects

Temotei
2011-02-14, 05:09 PM
Because I really hate to put non-homebrew-related text in the same posts as my homebrew: steelsmiter requested the zodiac spear. Since it's appeared few times and with even fewer defining features, I had to do some research into the zodiac symbols of the Final Fantasy universe. What I found was the following:

Aries - Fire
Taurus - Wind
Gemini - Death
Cancer - Gravity
Leo - Earth
Virgo - Holy
Libra - Aether
Scorpio - Poison
Sagittarius - Soul
Capricorn - Lightning
Aquarius - Water
Pisces - Ice

I saw that fire, wind, earth, holy, lightning, water, and ice were all elements in the system, while death, gravity, aether, poison, and soul could be attributed to different "special" effects. Since FFd6 is based on the d6, I decided to move holy to the second category and simply make it deal more holy damage.

Mecharious
2011-02-14, 05:15 PM
Isn't there a 13th one? Not just in the New Zodiac, but in one of the FF games as well?

Temotei
2011-02-14, 05:19 PM
Isn't there a 13th one? Not just in the New Zodiac, but in one of the FF games as well?

Opiuchus or Serpentarius, yes. That doesn't fit into the 2d6 roll well enough, though, does it? :smalltongue:

It was neutral, anyway, so making a power for that would have been a nightmare, if not extremely boring.

Mecharious
2011-02-14, 09:26 PM
Opiuchus or Serpentarius, yes. That doesn't fit into the 2d6 roll well enough, though, does it? :smalltongue:

It was neutral, anyway, so making a power for that would have been a nightmare, if not extremely boring.

2d6 has a total of 11 results, so don't pull that on me :smalltongue:

Temotei
2011-02-14, 09:35 PM
2d6 has a total of 11 results, so don't pull that on me :smalltongue:

That's why it's 1d6+1d6 here. Thirteen is too much work. :smalltongue:

steelsmiter
2011-02-16, 05:53 PM
Thanks for all your work, and on another note I'm ok putting non-homebrew stuff with homebrew stuff so here's my most recent idea

Concurrences

Basically I came up with this idea considering the base rules for Combination Attack in the bestiary, and with the rule that there is a max of 500% damage on any attack.

Characters can join into another's limit break with this rule, subject to the following rules:


The concurrence initiator spends 3 destiny.
Other players who join spend one destiny each.
Each player rolls 2d6 (The initiator uses a roll of 6,6), however this roll cannot be modified by anything including gambler abilities


Obviously this is a new use of destiny with a cost of (1)

Damage is based on a party of 4 and may be tweaked, but by default as of this writing is as follows


200% base
+50% for each pair rolled
+50% for each roll that matches the roll of the initiator.

steelsmiter
2011-02-22, 05:34 PM
Well folks, I'm a big fan of dwarves and don't really know what's FF canon for them so I was wondering if someone could take a shot at making one, any takers?

Vauron
2011-02-22, 09:21 PM
Outside of Final Fantasy 4 (or whatever one it was that had Cecil) and Final Fantasy 9, I don't think dwarfs ever really appeared in the games.

Temotei
2011-02-22, 10:35 PM
Outside of Final Fantasy 4 (or whatever one it was that had Cecil) and Final Fantasy 9, I don't think dwarfs ever really appeared in the games.

Dwarves definitely appeared in Final Fantasy III, and I think some were in the original. I'll check.

EDIT: They're in the original, III, IV, V, and IX.

Besides, we've made the guado and the hypello races in the homebrew thread already; they're exclusive to X (and X-2).

steelsmiter
2011-03-04, 01:51 PM
I know by default animal companions can't attack for damage but I came up with a way it might work.

Combative (6): This ability replaces Teamwork attack, and works slightly differently.

First, Teamwork required -4 to attack rolls and its user to opt out of EVA +2 (and extra damage to spellcasters). With this modification, rather than -4 to an attack roll (which unless I'm reading it wrong, spellcasters aren't required to make...) Due to the spiritual connection to the character the animal companion makes an ACC check at the character's SPR Rating +0, in addition to any attack rolls the character needs to make for their own attack.

Second, the attack of the companion deals 2xSPR times Animal Companion Levels +2d6 (20 points in AC gives 4xSPR+2d6 and 30 gives 6xSPR+2d6).

steelsmiter
2011-04-05, 01:49 PM
It has been said the fighter isn't that great...(relying on certain situations like trauma to get bonuses) whereas time after time other classes are granted unconditional damage bonuses on attacks. I came up with an innate ability, which I think solves the problems of the fighter... which technically others have touched on

Fighter Class
Innate Ability: The Art of War – Passive
Fighters are champions of unorthodox tactics, learning things that keep them on their toes from the large variety of warriors and tactics they face (Note the GM may wish to allow fighters to ONLY pick from this list in the event that they choose this innate ability)…

Last Resort (Dark Knight) but only applicable to melee damage
No Mercy (Dark Knight)
Whirling Spear (Dragoon) except it doesn’t have to be a spear
Quick Hit (Freelancer)
Weapon Mastery (Freelancer)
Unbreakable Form (Monk)
Haymaker (Monk)
Cover (Paladin)
Ikishoten (Samurai)
And of course an ability which was sorely needed – Weapon Specialization.
Weapon Specialization – Passive, Self
Choose a weapon category with which the fighter is proficient, the fighter gains +1 damage step with weapons of that type.

Kobold-Bard
2011-04-29, 09:00 AM
Index (I admit somewhat belatedly) updated.

steelsmiter
2011-04-29, 11:47 AM
Thanks, I mainly didn't bump because I didn't want to bother anyone overmuch :smallwink:

Kobold-Bard
2011-04-30, 07:01 AM
Thanks, I mainly didn't bump because I didn't want to bother anyone overmuch :smallwink:

I apologise to you specifically, I didn't realise how much of your stuff I hadn't done :smallredface:

If anyone is still watching this thread I'm avoiding uni work by making the Trainer class, for which I would appreciate critique once done.

Kobold-Bard
2011-04-30, 12:05 PM
Trainer

http://images-mediawiki-sites.thefullwiki.org/07/3/8/1/50015471394087880.jpg

Trainers are people who share an unbreakable bond with their Animal Companion, far beyond that any other adventurer could hope to match. Even when separated by thousands of miles they may work in unison as if they were in the same room.

Whether a Trainer calls an animal that matches their personality or they inevitably take on the traits of their companion is a subject of much debate. Either way the two are always in perfect sync, as if they were one soul in two bodies.

HP/Level: +6
MP/Level: N/A
Weapons: Brawl & three others.
Armour: Light, Medium
Skill Points: 16
ACC: 2 + DEX or SPR
EVA: 6+ DEX

Epic Ability: Warform Instant, Self
In an moment of perfect harmony the Trainer and Totem become a single being. The Warform is still mostly humanoid in shape but takes on the aspects of the Totem to a lesser or greater degree eg. a subtle Trainer with a serpent Totem might gain slit eyes, a forked tongue and patterned skin, whereas a brash Trainer with a golden eagle totem might become much larger, trade her hands for talons & skin for feathers and screech when she speaks.

The two do not need to be near one another, and the Warform Trainer may choose to appear either where they were when they activate this ability or where their Totem was.

The Trainer adds his Totem's Effective Weapon Tier to all of her stats, including her class HP, ACC & EVA bonuses. She also gains all of her Totem's abilities (including being it's own weapon) and any Trainer abilities that affect her Totem now affect her instead.

Warform lasts for a number of rounds equal to either the Trainer's VIT Rating or 3 rounds, whichever is more. After it finishes the two separate again, the Trainer staying where they are and the Totem appearing next to them. Clothes & items are absorbed (but still functional) during the transformation so there is no risk of the Trainer reappearing in Hulk-like shredded clothing or burst armour.

Special:
1/session if the Trainer is knocked unconscious and their Totem can physically touch them then the player may choose to have their Totem's concern for it's Trainer trigger an Emergency Warform transformation as a standard action, even if the Trainer doesn't have the requisite Destiny to spend on activating it. This is the same as mentioned above except it only ever lasts for 3 rounds.

When the transformation occurs the Warform Trainer recovers to full HP and may act as normal. When the Warform ends the Trainer falls back into unconsciousness and unlike normal must either rest or be healed before regaining conciousness (not even being affected by the White Mage Body & Soul ability). This form of transformation is taxing and the Trainer & Totem suffers a -2 penalty to all rolls for 3 days (criticals still trigger as normal) unless they drink an Elixer.

If the Trainer did not have enough Destiny to activate this emergency transformation, they accrue a Destiny Debt equal to twice the excess Destiny they "borrowed" and must pay this off before using any Destiny fuelled abilities (inculding this one) again.

Innate ability: Totem Companion Special
The trainer draws to her an animal that will become her Totem Companion; closer to her than even her family. With a touch they exchange a portion of their souls and the bond is sealed.

At the most basic level the Trainer's Totem functions as an Animal Companion (see Shared Abilities), except it provides 15+(Trainer level*2) points to spend. Points gained after level one show the evolution of the magic that binds the two together and may be unnatural if desired (eg. flying dogs or amphibious rhinos). Points may not be saved up, but up to Trainer level*2 existing points may be rearranged at level up to add to new points to buy more expensive abilities. The Trainer may take the actual Animal Companion shared ability if they want yet more points to spend.

The connection they share means that unlike normal Animal Companions the Totem can and will fight for it's Trainer (though it still cannot be targeted, as normal). Giving the Totem attack instructions is a Standard action by the Trainer, and the Totem may not attack without instructions without the Free Will ability (see below). The Totem is considered to be a Brawl weapon with an Effective Weapon Tier (EWT hereafter) = 1+1/3 Trainer levels (max 8) that can attack at medium range (but not flying targets). Chosen abilities can change the Totem's weapon type (max 1 change/level up), as seen below:

{table]Ability|Type
Magical|Arcane
Claw/Tusk|Blade
Large|Huge
Flying|Ranged (-2 penalty on Long distance attacks)
Horn|Reach[/table]

Finally the Totem is sentient and the Totem & Trainer may communicate with one another as if they shared a language (though the Talkative ability is required for it to communicate with other people). Without the Two Bodies, One Mind ability they may not share senses or communicate over distances beyond earshot, but they do always know generally how the other is feeling & whether they are in danger.

New Animal Companion Abilities:
Amphibious (2)
The Animal Companion may survive indefinitely under water and may move through water as easily as a fish.

Magical (5)
The Animal Companion has a spark of magic within it; perhaps it's wings are wrought in flames or it's eyes glow with starlight. 1/session it may cast a single Rank 1 Black, Time or White magic spell. This ability may be taken multiple times, choosing a different spell each time.

Claw/Tusk (3)
The Animal Companion has razor sharp claws, talons, teeth or tusks, and is adept at using them. These impressive appendages grant the Trainer a +1 bonus on Negotiation checks. Taking this ability multiple times does not increase this bonus but each after the first allows a Totem acting as a Blade weapon to use it's Piercing Strike ability one additional time/session.

Horn (2):
The Animal Companion has a horn or set of horns that make it a brutal weapon. When acting as a Reach weapon the Animal Companion deals damage as if it was one Tier higher.

Stealthy (1)
Either because it's small & inconspicuous, naturally camouflaged or a bit ethereal the Animal Companion can more often go unnoticed by observers. All Awareness checks to notice the Animal Companion suffer a -1 penalty.

Submarine (1)
Pre-reqs: Amphibious & Mount
All those riding the Animal Companion when it goes underwater may breathe underwater as easily as they do when out of it.

Job Abilities:
(Abilities marked with an asterisk ( * ) do not necessarily require a Totem Companion (though most do require an Animal Companion of some kind), and as such may be taken by Freelancers.

Chimeric Totem*
Your Totem has taken on the aspects of one of the more monstrous residents of the world, and gains a power to match.

The Trainer's Totem may cast a single Blue Magic spell a number of Times/session equal to it's Trainer's VIT Rating. The spell may be one that a Blue Mage of the Trainer's level could learn, and the Totem takes on aesthetic aspects reminiscent of the Monster that grants the chosen spell.

Each time this ability is taken they learn a new spell (though spells share a pool of uses) and the Totem take on an even more alien appearance.

Chocobo Knight
The Chocobo Knights are famous for their ability to work together in combat, it is what makes them such a force to be reckoned with.
Pre-req: Mount

Whilst riding her Totem the Trainer may simultaneously strike the same target that she commands her Totem to attack. Only one attack is rolled (using the Totem as the weapon), but the Trainer's perceived sword slash (for example) treats the Totem's attack as if they were one Tier higher for working out damage and target's ARM is considered to be reduced by an amount = Trainer's level.

Elemental Strike*
The magic in the bond with Totem becomes manifest, wreathing them in elemental energy.

When the Trainer make an attack with her Totem she may choose an Element (Earth, Fire, Wind, Water, Lightning or Ice) and the attack deals damage as if it had the appropriate Elemental Strike ability. However all other "weapon" abilities it possesses are suppressed during the attack and until the start of her next turn.

Once her Totem has an EWT of 5 she may choose Holy or Shadow elements as well.

Exert Influence*
Your time with your Totem has taught you how to communicate with even the most bizarre of creatures, and to bend them to your will.

The Trainer may make a negotiation check against any non-mindless creature with a DC = the creature's level (+2 if the creature is a player race). If successful the creature will not attack or directly hinder the party unless provoked (eg. being attacked by the party, the party stealing it's young etc.). Only one creature may be held at a time, and the Trainer cannot give the creature commands.

By increasing the DC by 2, 1/session the Trainer my command the creature until the end of the session. It will fight for the Trainer, but will not do anything obviously suicidal, such as fighting a Notorious monster, Boss or End Boss. Bosses and End Eosses are immune to this ability. Only one creature may be commanded at a time, and while commanding a creature they may not hold any others.

Faithful Friend*
A loyal pet can bring comfort in difficult times, and a Totem is no different. Except that it has actual restorative properties.

Any rest the Trainer & her party benefits from is improved by one step (Fitful Rest becomes Travel Rest & Travel rest becomes Full Rest) and the Trainer is fully healed after combat ends (this effect is identical the the White Mage's Body & Soul ability, except it only affects the Trainer).

Free Will
Your Totem knows your mind well enough to act on it's own initiative, without having to wait for orders.

In any round where the Trainer does something other than make an attack using her Totem, the Totem may take a standard action or move action. If this is an attack it is always treated as having an EWT of 2 lower than normal (min 1), but it may make normal Teamwork attacks with it's Trainer, and with other members of the party if it has the Talkative ability.

Loyal Guardian*
Your Totem makes it its business to protect you, distracting foes and deflecting blows.

The Trainer gains a bonus to her EVA, ARM & M.ARM equal to her Totem's EWT. In addition she may utter a whistle/bird call/roar/etc. as an instant action and her Totem will appear by her side from wherever it was.

Summon the Pack/Swarm/Shoal*
With an almighty bestial call your Totem calls it's brethren to your aid.

Using Summon the Pack is a Slow Action that calls dozens of mundane animals similar to your Totem to the Trainer's aid. In combat this ability replicates an attack using her Totem, except it simultaneously hits all targets out to Long Range.

Alternatively, if the Trainer can come up with a way in which sudden swarm of animals could assist her in another task she may gain a bonus on the appropriate roll equal to her Totem's EWT.

These animals disappear after the task is complete, unless the Trainer spends a point of Destiny, in which case 1/Totem's EWT remains indefinitely. Animals called are always mundane versions of the animal that closely resembles the totem (eg. birds, dogs, elephants, etc.) Summon the Pack may be used 1/SPR Rating each session.

Supernatural Nature
Your Totem transcends normal creatures, the magic in bond between you transforming it, making it overtly supernatural
Pre-req: Magical

The Trainer's Totem becomes much more extravagant in it's appearance; glowing, unnatural colours & patterns and redundant accessories (spikes, more eyes, etc.) are all common, though generally these effects are largely aesthetic. Depending on the chosen nature the Totem & Trainer each gain the boon from the table below:

{table]Nature|Totem Boon|Trainer Boon
Aberration|25% chance attacks inflict Poison|Immune: Poison
Dragon|May attack unreachable targets|Additional ARM = Beastmaster level
Elemental|Attacks may instead deal M.ARM damage|Additional M.ARM = Beastmaster level
Spirit|May pass through solid objects|+2 Stealth
Undead|May attack while Trainer is unconscious|Immune: Zombie[/table]

Two Bodies, One Mind
Your connection with your Totem goes even deeper than usual, treating one another as a single being in two parts.

The Trainer may utilise the senses of her Totem as she does her own, with no extra effort required on her part. This grants the Trainer a bonus on Awareness checks equal to the Totem's effective EWT, and the two may communicate over any distance. She may even speak through her Totem's mouth (possibly granting a bonus to some Perform checks), and any beneficial effects may be targeted at the Totem but will affect the Trainer (eg. feeding the Totem an Antidote if the Trainer is poisoned but out of reach).


Legendary Accesory: Bag of Treats
Trainer Only. +6 SPR, +4 DEX. If a Trainer has this item her Totem may make Free Willed attacks at its full EWT rather than -2. In addition the Trainer gains twice her Totem's EWT to her stats when in Warform.

---------------------------------
Needs some more abilities; both Animal Companion & Job, and some of the ones I have are probably a bit screwy in terms of balance/cost, but that's the gist of my Trainer class.

Thoughts?

wiimanclassic
2011-04-30, 12:32 PM
1+1/3 Trainer levels (max 8)

That means 1 for every 3 trainer levels+1 right?




Also if you get like, Flying, Tusk, and Magical do you just choose what type of attack you make?

Kobold-Bard
2011-04-30, 12:37 PM
1+1/3 Trainer levels (max 8)

That means 1 for every 3 trainer levels+1 right?

Also if you get like, Flying, Tusk, and Magical do you just choose what type of attack you make?

Yes, it means that.

And for the attack type, I said it can change once/level up, just before the table of types. So if you have a magical, flying Totem with tusks at level 1 you can start it as a ranged attack, and when you level up you could change to Arcane if you liked.

steelsmiter
2011-05-02, 12:48 PM
good class, it one-ups my Combative Animal Companion but only does so in a fashion that allows characters who don't want an entire class devoted to animal companion to still have a decent one.

Der_DWSage
2011-05-11, 02:32 AM
Alright, after a little thought, I've decided to throw my own homebrew type stuff in here.

One thing that my current Pen&Paper group has been clamoring for, coming from D&D, is more distinctive race features. Moogles can be just as good at Fighter as Galka? Madness! A Galka Entertainer out-singing a Moogle? Even more madness!

So the first thing I give you is Racial Abilities.

Hume:Flexibility
While Humes are, on average, tougher than other races, they're also well known for being everywhere and doing everything.

Upon level-up, a Hume may sacrifice 2 HP to gain 1 extra skill point. However, this skill point may not be spent to 'max out' a skill, nor can it be spent on the skill(s) that have the most points already. If two or more skills are tied for 'most,' then none of them can have points put into them.

Elvaan:Prideful Resistance
The Elvaan society is based on pride, perfection, and physical prowess. People underestimate the sheer resilience of a stubborn Elvaan.

The Elvaan gains a bonus equal to Level/3 to their resistance against status effects, rounded down and with a minimum of 1.

Galka:Powerful Build
Galkas are well known for being -huge.- Incredibly huge. So huge. Those that are trained in combat can use that strength to their advantage, and really put their weight into attacks.

When attacking, the Galka may treat all weapons as Huge in addition to their normal properties. If the weapon is already Huge, they may deal full damage with knockback instead of half damage.

Viera:Magical Sensitivity
The Viera is a magically sensitive race, capable of great feats on most occasions-even able to 'sense' magical shifts in the air.

The Viera can sense ambient magic, instantly identify spells by type, (IE, White, Black, Time) and gain the use of Arcane Weapons if they didn't already. If they were a spellcasting class, they gain an additional 1 MP/level

Lalafell:Intellectual Prowess
Lalafells are based on intellect. Knowledge of all types. They want to know -everything.-

Upon level-up, Lalafells gain 1 extra skill point for use on Lore skills only. If they have already maxed out all Lores, then they gain an additional 2 MP instead of gaining the skill point.

Moogle:True Flight
Moogles are -adorable.- They're cute, cuddly, and look like bat-winged teddy bears! But they're also known for being adorable with their flying abilities.

They are considered to be auto-floating even while in combat, and can use Flight when out of combat.

Android:Interface
Androids are an interesting mixture of constructs, machines, robots, and in the odd case, cyborgs. They're more machine than man, but they also seem to have a soul, or at least sentience. They also have a unique language all their own, though most others aren't able to figure out what any of it is.

Once per session, an Android is able to inflict Charm on an enemy of the Construct type.

I -do- worry about the balance of some of these-Android seems a little underwhelming as it's situational, but at the same time, it could be overpowered if used at the right time. Like anything, really. In truth, I couldn't think of what else to give them.

Lalafells seem truly focused on interesting facts, and I wanted to give them something more useful in that regard...and while 2 MP/level can be useful, they have to max out 5 different skills before they can use it, and keep them maxed out. While Red Mages could potentially abuse it with low Lore maximums...well, doesn't it just perpetrate the stereotype of Red Mages being naturally skilled?

Humes have an option of keeping their bonus HP or getting more versatile skill selections. Not to max them out, but they get more versatility.

Galkas...are just so big. I figured it should be something to reflect that, and gaining Knockback/improved Knockback just seemed appropriate for them. The only thing I worry about is having one do it constantly with every attack....but then again, most classes that would attack already have Huge proficiency.

Moogles...really, I couldn't think of what else to give them. They already have a bonus to Negotiation, due to adorability, but their flight seems to leave a little bit wanting. Defy Gravity gives them most of that effect, so I'm not worried about the constant Float being balanced, but Flight out of combat...still doesn't seem bad. If anything, it seems underpowered in comparison.

Viera? Again, lack of inspiration there. Perhaps I'll think up something different, for both the feline and lapine type of Viera.

And Elvaan? It just seems fitting that they're too bloody -stubborn- to be Charmed, Poisoned, Stopped, Slowed, etc. If it -is- deemed unbalanced, then perhaps they're too stubborn to take help from others as well-make them take a resistance roll if they get a positive status effect from others.

Anyway. Thoughts?

steelsmiter
2011-05-12, 12:44 PM
they're a bit on the steep side in general, however since that's kinda the theme, I'd probably use them in my game as alternate abilities. On another subject, does the OP have any objection to me compiling this thread into a pdf on my spare time?

Kobold-Bard
2011-05-12, 02:56 PM
they're a bit on the steep side in general, however since that's kinda the theme, I'd probably use them in my game as alternate abilities. On another subject, does the OP have any objection to me compiling this thread into a pdf on my spare time?

Go nuts if you want to.

steelsmiter
2011-05-16, 07:17 PM
thanks and the obligatory text for my message being too short...

steelsmiter
2011-05-18, 01:17 PM
MYSTIC KNIGHT

Mystic Knights are an unusual blend of spell power and combative ability indeed. Beholden to no cause as would be a paladin, yet capable of white magic to some small degree, the Mystic Knight is also capable of bestowing upon their blade the elements that black mages are so fond of throwing about all willy-nilly. Similar to the abilities of the Samurai, yet again they are not required to keep to a code, nor do they break their blades when they perform the acts.

This gives them freedom to do as they would otherwise be inclined to do with regards to moral or ethical dilemmas but also leaves them with the disadvantage that sometimes they would be mistrusted from those at opposite ends of the moral compass.

HP/Level: +5
MP/Level: +3
Weapons: Arcane, Blade, Huge, Reach
Armor: Medium, Heavy
Skill Points: 12
ACC: 1+ STR or DEX rating
EVA: 7+ DEX Rating

Epic Ability: Stock Break – Standard, Group
The Mystic Knight can unleash an onslaught that leaves all enemies utterly defenseless. In addition to standard damage dealt to the initial target by any attack, For the remainder of the session all regular attacks have a 25% chance of causing all Break Arts to happen simultaneously to all targets in the group of the targeted opponent. Furthermore all Break Arts automatically occur on any critical hit.

Innate Ability: Sword Magic - Instant, Self
The Mystic Knight may perform White Magic or Black Magic using the spell levels of a Paladin, even using the same levels of spell acquisition. Once chosen the choice is irrevocable, however, as they are also capable of channeling magic through their blade, they may earn those abilities in place of the spell that they would normally learn. As with standard magic, each of these abilities strikes automatically unless the target has Evade Magic.

{table]Sword Magic|Tier|MP Cost|Notes/Information
Dispatch|1|10|200% ARM Damage
Spiral Cut|2|20|200% Damage, ignores ARM, and Shell
Bizen Boat|2|30|As the Samurai Draw Out Ability
Tornado|3|40|As the Samurai Draw Out Ability
Slash-All|3|50|100% Group ARM Damage
Iai Strike|4|60|25% Death Effect/200% ARM Damage
Climhazzard|4|70|500% ARM damage
Ultimate End|5|80|Up for speculation[/table]

Job Abilities

Break Arts – Slow, Single
A Mystic Knight may learn any of the Break Arts of a Samurai, but the Mystic Knight must take this ability once for each art.

Element Blade – Instant, Self
Rangers have their special ammunition, whereas Mystic Knights have their spirits. A Mystic Knight can, for the cost of 5 MP imbue their blade with elemental strike properties as a ranger could (Fire, Earth, Water, Wind, Lightning, Ice) for the remainder of the battle. At any point during the battle, the Mystic Knight may choose to switch to another elemental color, at a cost of another 5 MP. This supersedes any elemental strike effects on the weapon except Shadow and Holy, where it is in addition to them.

Lesser Mysticism – Slow, Single
A Mystic Knight with this ability can cause any one of the following status effects at a cost of 10 MP for four rounds: Berserk, Blind, Confusion, Poison, Sleep, Stop, or Zombie. He must pick one for each use of the ability and is only limited in his uses of this ability by his MP.

Greater Mysticism – Slow, Single
A Mystic Knight with this ability has increased his ability to hamper his foes, now able at a cost of 25 MP to cause one of the following effects per use for four rounds: Petrify, Slow, Curse, Mini, Seal, or Charm.

Prerequisite: Lesser Mysticism

wiimanclassic
2011-06-03, 05:54 PM
New weapon type.

Flexible

Ok so Close and short range. This new weapon type would be able to attack at a short range without moving into close range, as in not getting within sword distance, doing so means you do not provoke a counter unless they have ranged weapons or one of this type. Once per battle(or Session. GMs call.) you may make an attack at a -3 penalty to trip your enemy.



New Status, Tripped.
Tripped characters can not move. Tripped characters have evasion halved. A tripped character attacking with ether a Flexible or ranged weapon takes -3 to acc. Can counter as normal.



Thoughts?


EDIT
The idea was about like someone wielding a chain or something. More range then a sword or spear but not as much as a bow.

Der_DWSage
2011-06-04, 05:11 AM
Something like a [Flexible] type, maybe?

Also, you wrote '...you may make an attack at a -3 penalty, and counted as 0 ACC, to trip your enemy.'

I assume 0 ACC is supposed to be 0 Damage? If not, you will never be able to trip anyone ever. And you shouldn't be able to trip Large opponents, either.

wiimanclassic
2011-06-04, 11:45 AM
Something like a [Flexible] type, maybe?

Also, you wrote '...you may make an attack at a -3 penalty, and counted as 0 ACC, to trip your enemy.'

I assume 0 ACC is supposed to be 0 Damage? If not, you will never be able to trip anyone ever. And you shouldn't be able to trip Large opponents, either.

0 ACC as in before you add your roll. As in 0 ACC+2d6. Now that you mention it. It might be too big a penalty.

Der_DWSage
2011-06-10, 05:48 AM
Alright. Due to a recent replaying of Final Fantasy VI, as well as leading a tabletop FFD6 game, on top of a forum game, I've decided to start converting the beastiary of FFVI to beastiary of FFD6. The only one that got too much extra was the Guard-simply because people need those of all walks of life, from the fresh-faced newbie to the guard that's a retired hero. As it is, I'm pretty much just doing their in-game level divided by 3, with the occasional Notorious or Boss thrown in.

"Stop! State your name and business here!"

Whether it's the grizzled veteran or the fresh-faced recruit, every city needs a guard or two that the hapless innocent can call on for help. Most are armed with basic, issued weapons, but every so often there's a surprise in store for those that would go against justice.

Name:Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 1
HP: 26
MP: 0
STR: 6 (+2)
VIT: 6 (+2)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 2 ACC, 6+2d6 damage
Critical, -4 ACC, 12+2d6 damage
Magic: None
Special: Reduced HP, Call for Help
Evasion: 10
ARM: 5
MARM: 0
Rewards: 100 gil Steal: Potion, Refine: Smoke Bomb

Name:Level 5 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 5
HP: 50
MP: 0
STR: 9 (+3)
VIT: 7 (+2)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 3 ACC, 18+2d6 damage
Critical, -3 ACC, 36+2d6 damage
Magic: None
Special: Reduced HP, Call for Help
Evasion: 10
ARM: 10
MARM: 5
Rewards:500 gil Steal: Hi-Potion, Refine: Grenade

Name:Level 10 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 10
HP: 180
MP: 0
STR: 15 (+5)
VIT: 7 (+2)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 5 ACC, 45+2d6 damage
Critical, -1 ACC, 90+2d6 damage
Magic: None
Special: Reduced HP (x2), Call for Help
Evasion: 10
ARM: 20
MARM: 10
Rewards:1000 gil Steal: Hi-Potion, Refine: Grenade

Name:Level 15 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 15
HP: 320
MP: 0
STR: 18 (+6)
VIT: 9 (+3)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 8 ACC, 72+2d6 damage
Critical, 2 ACC, 144+2d6 damage
Magic: None
Special: Reduced HP (x2), Call for Help
Evasion: 11
ARM: 35
MARM: 15
Rewards:1500 gil Steal: Hi-Potion, Refine: Grenade

Name:Level 20 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 20
HP: 500
MP: 0
STR: 21 (+7)
VIT: 11 (+3)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 9 ACC, 105+2d6 damage
Critical, 3 ACC, 210+2d6 damage
Magic: None
Special: Reduced HP (x2), Call for Help
Evasion: 11
ARM: 50
MARM: 20
Rewards:2000 gil Steal: X-Potion, Refine: Grenade

Name:Level 25 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 25
HP: 1155
MP: 0
STR: 24 (+8)
VIT: 14 (+4)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 9 ACC, 144+2d6 damage
Critical, 3 ACC, 288+2d6 damage
Magic: None
Special: Call for Help
Evasion: 11
ARM: 60
MARM: 30
Rewards:2500 gil Steal: X-Potion, Refine: Grenade

Name:Level 30 Guard
Category: Humanoid
Location: Towns
Size: Varies depending on race and individual
Reaction: Wary
Level: 30
HP: 1560
MP: 0
STR: 27 (+6)
VIT: 16 (+3)
DEX: 6 (+2)
INT: 2 (+0)
SPR: 9 (+3)
Attacks: Swing, 10 ACC, 189+2d6 damage
Critical, 4 ACC, 378+2d6 damage
Magic: None
Special: Call for Minions (Squad of Level 25 Guard, 3 Level 20 Guards, 6 Level 15 Guards)
Evasion: 12
ARM: 100
MARM: 30
Rewards:3000 gil Steal: Elixer Refine: Second Chance

The silvery, gleaming fur of the beast does little to conceal the taut muscles and thick veins just beneath the fur’s surface. A pair of intelligent yellow eyes gleam as they stare at you, as if deciding if you're worthy of being their prey.
Some would say they're just fancier Dingos, but the Silver Lobo is a far more intelligent breed of beast, usually tamed to work in teams with guards or hunters. Intelligent and vicious, they're a threat even to a seasoned adventurer.

Name:Silver Lobo
Category: Beast
Location: Towns, Tundra
Size: 1M at the shoulder
Reaction: Wary, usually Hostile
Level: 1
HP: 45
MP: 0
STR: 9 (+3)
VIT: 4 (+1)
DEX: 7 (+2)
INT: 6 (+2)
SPR: 5 (+1)
Attacks: Vicious Bite, 5 ACC, 9+2d6 damage.
Chomp, 4 ACC, 18+2d6 damage. Chomp is only usable
on a target who is currently engaged in a Slow Action.
Magic: None
Special: Regeneration 5, Immunity to Ice, Beast Killer
Evasion: 8
ARM: 1
MARM: 5
Steal: Potion, Refine: Arctic Wind

The ground shakes and rumbles as one of the wonders of the world rolls into view-the Megalodoth, a vessel for rage and hatred in the shape of a beast, capable of laying low entire buildings, shaggy with white hair that shields it from the cold.
The Megalodoth is a vicious creature that has only rarely been tamed-but when it has, it's the best friends of whoever manages it. It prefers to lead off with its Snowstorm to weaken groups, and then attack single targets afterwards.

Name:Megalodoth
Category: Beast
Location: Tundra
Size: 5M at the shoulder
Reaction: Usually Hostile
Level: 2
HP: 96
MP: 20
STR: 9 (+3)
VIT: 10 (+3)
DEX: 1 (0)
INT: 4 (+1)
SPR: 8 (+2)
Attacks: Gore, 5 ACC, 9+2d6 damage, Short Range Knockback
Trample, Group, 1 ACC, 9+2d6 damage to all in a short range
Snowstorm, always hits, 4+2d6 Ice MARM damage to all in a short range.
Magic: Blizzard
Special: Immunity to Ice, Weakness to Fire, Large
Evasion: 9
ARM: 8
MARM: 2
Steal: Potion, Refine: Arctic Wind

The creature is a sliming mockery of what it once was-where normal rats are vicious, dirty creatures, this one is openly oozing pus from its mouth, eyes, and ears, its body horribly mishapen, and its mind on only one goal-to feed.
The Wererat is not actually a were-creature, but was named as such because most saw the infection take place during the full moon. Regardless of its origin, it's a nasty creature that prefers swarm tactics, poisoning foes and then overwhelming them with numbers until the remainder can feast on their bodies. Don't let their appearance fool you-Wererats are viciously intelligent. Some believe that they can tie their tails together to become a fabled Rat King, a being capable of controlling humanoid minds with its increased intelligence...

Name:Wererat
Category: Beast
Location: Swamp, Underground
Size: 0.5M
Reaction: Hostile
Level: 2
HP: 36
MP: 30
STR: 3 (+1)
VIT: 3 (+1)
DEX: 9 (+3)
INT: 9 (+3)
SPR: 6 (+2)
Attacks: Nibble, 1 ACC, 9+2d6 damage, 25% chance of inflicting poison
Bloat, 1 ACC, 9+2d6 damage,
Magic: Poison Breath
Special: Weakness to Fire, Reduced HP, Call for Help, Counterattack (25%)
Evasion: 11
ARM: 2
MARM: 4
Steal: Potion, Refine: Arctic Wind

An odd conglomeration of ice and wailing appears before you, spiralling in different directions as it watches you. The motion is somehow...entrancing.
The Spritzer is an interesting amalgamation of cold spirits that has found that while it has little physical power, it still has the ability to affect the reaction times of others. They rarely fight on their own, instead assisting other monsters so that more spirits can join its ranks. Bandits often make use of them to distract opponents while they make off with the loot.

Name:Spritzer
Category: Undead
Location: Tundra
Size: 0.5M
Reaction: Wary, usually Hostile
Level: 2
HP: 48
MP: 30
STR: 3
VIT: 6
DEX: 9
INT: 9
SPR: 5
Attacks: Slam, 6 ACC, 3+2d6 damage, 50% chance to cause Slow
Magic: Slow
Special: Immunity to Ice, Weakness to Fire, Auto-Float
Evasion: 9
ARM: 2
MARM: 6
Steal: Ether, Refine: Arctic Wind

"Yer money or yer life." you hear the grizzled man growl as he threatens you with a nasty-looking weapon.
Whether it's a knife or a hastily grabbed blunt object, the bandit is always a terror to those that can't defend themselves. They often tame other, less intelligent monsters to aid them in their larcenous endeavors. They rarely attack those that they do not outnumber, or at least not those that are obviously armed or armored.

Name:Bandit
Category: Humanoid
Location: Everywhere
Size: Varies depending on species
Reaction: Wary, usually Hostile
Level: 1
HP: 28
MP: 20
STR: 6
VIT: 3
DEX: 10
INT: 9
SPR: 3
Attacks:Strike, 2 ACC, 10+2d6 damage
Special: Reduced HP (x2), Counterattack (50%) Final Attack (Strike)
Evasion: 11
ARM: 4
MARM: 4
Rewards:100 gil Steal: Potion, Refine: Smoke Bomb

The sky seems to grow dark, and you can hear the deafening grackle of hundreds of birds all around. The sounds become deafening, and out of the darkness of the forest, you suddenly find a beady pair of eyes glaring at you, right behind a razor sharp beak.
The Darkwind is a predatory, highly territorial bird that inhabits large forests. On occasion they can be found migrating to warmer climes, but during these times, they stay higher than most adventurers would go. However, Darkwind attacks on airships are not unheard of, and many airships keep an eye out for such birds because of it. One often encounters Darkwind families, but on occasion there is the solitary male seeking a mate.

Name:Darkwind
Category: Aerial
Location: Forests
Size: 0.3 M
Reaction: Hostile, but will not pursue those that flee its territory
Level: 2
HP: 72
STR: 9
VIT: 6
DEX: 12
INT: 2
SPR: 3
Attacks:Strike, 3 ACC, 12+2d6 damage
Dive, 3 ACC, 24+2d6 damage, Slow Action
Special: Flight, Weakness (Fire),
Evasion: 12
ARM: 2
MARM: 6
Steal: Potion, Refine: Shear Feather

The sand parts, revealing a most bizarre figure underneath that seems to just be a pair of eyes and a bird-like face. It rises up, showing that the odd figure is more than just a face-it's a triangular figure that skims across the sand like it's floating. It'd be beautiful, if not for that barbed tail.
The Sand Ray is a bizarre creature, seeming to be a bird at first look, disguising itself under the sand until it sees likely prey nearby. Unfortunately, the creatures are rarely picky about what they eat, capable of devouring entire Chocobos. Their tail is the deadliest part about them, able to stun a person until they have finished feasting with their beak.

Name:Sand Ray
Category: Abnormal
Location: Desert
Size: 1M long
Reaction: Wary, Hostile if hungry
Level: 2
HP: 90
MP: 24
STR: 3
VIT: 9
DEX: 9
INT: 6
SPR: 5
Attacks: Slam, 5 ACC, 9+2d6 damage
Tail, 5 ACC, 15+2d6 damage, 50% chance to cause Stop for 4 rounds, Slow Action
Magic: Slow
Special: Weakness to Ice, Weakness to Water
Evasion: 9
ARM: 6
MARM: 2
Steal: Antidote, Refine: Cherub Down

steelsmiter
2011-06-22, 03:13 PM
How do I convert this text:



Sword Magic Tier MP Cost Notes/Information
Dispatch 1 10 200% ARM Damage
Spiral Cut 2 20 200% Damage, ignores ARM, and Shell
Bizen Boat 2 30 As the Samurai Draw Out Ability
Tornado 3 40 As the Samurai Draw Out Ability
Slash-All 3 50 100% Group ARM Damage
Iai Strike 4 60 25% Death Effect/200% ARM Damage
Climhazzard 4 70 500% ARM damage
Ultimate End 5 80 Up for speculation

into a table?

If anyone would be willing to do it I'll edit my Mystic Knight Class with their quoted text... otherwise I'll need someone to tell me how so I can just do it.

Kobold-Bard
2011-06-22, 03:30 PM
{table]Sword|Magic|Tier|MP Cost|Notes/Information
Dispatch|1|10|200%|ARM Damage
Spiral Cut|2|20|200%|Damage, ignores ARM, and Shell
Bizen Boat|2|30||As the Samurai Draw Out Ability
Tornado|3|40||As the Samurai Draw Out Ability
Slash-All|3|50|100%|Group ARM Damage
Iai Strike|4|60|25%| Death Effect/200% ARM Damage
Climhazzard|4|70|500%|ARM damage
Ultimate End|5|80||Up for speculation[/table]

How's that look? Quote to see the code?

steelsmiter
2011-06-22, 03:32 PM
{table]Sword|Magic|Tier|MP Cost|Notes/Information
Dispatch|1|10|200%|ARM Damage
Spiral Cut|2|20|200%|Damage, ignores ARM, and Shell
Bizen Boat|2|30||As the Samurai Draw Out Ability
Tornado|3|40||As the Samurai Draw Out Ability
Slash-All|3|50|100%|Group ARM Damage
Iai Strike|4|60|25%| Death Effect/200% ARM Damage
Climhazzard|4|70|500%|ARM damage
Ultimate End|5|80||Up for speculation[/table]

How's that look? Quote to see the code?

pretty good ... let me see if I can make the top line bold... Edit: Yep thanks

Kobold-Bard
2011-06-22, 03:33 PM
pretty good ... let me see if I can make the top line bold...

You have to bold each individual column title.

steelsmiter
2011-06-22, 03:34 PM
You have to bold each individual column title.

thanks got that after only Sword was bolded... Edit... There was an extra column in there the first one should have said Sword Magic, Tiers should have been 1-5 MP in the tens and percentages in notes... Mystic Knight is fixed.

Ok I've got ideas for a Brawler Job that I'm thinkin on using for my FFEarth campaign on rpol... I've got the Innate Ability and several job abilities down pat but I'm lost for ideas on the Epic Ability... My first thought is to call it Strength or Speed and give the (irreversible) choice between Bone Crusher and Blitz. Any ideas?

steelsmiter
2011-06-27, 05:57 PM
Monster Qualities: Swarm

Add the following qualities to normal monsters to make swarms:

Swarm HP: a creature that has Reduced HP (doesn't multiply) can be made to have swarm HP by removing the Reduced HP and giving it Boss HP. If by default the creature doesn't have Reduced HP increase the creatures level by 2 but don't modify attacks. Do this also (even again) for large swarms.

Swarm Attack: The creatures attacks all become group attack. Rather than rolling against the highest of EVA to determine hit or miss for the entire group the swarm rolls and compares the number to each EVA in the group.

Swarm Defense: Physical or other Single target attacks only deal half damage before accounting for ARM or MARM. Multi-target attacks deal full damage. this is basically a slight modification on Unusual Defense

wiimanclassic
2011-08-03, 11:47 PM
INSPIRATION!


http://g-ecx.images-amazon.com/images/G/01/ciu/df/bc/6e2e793509a0c8b5d6854110.L.jpg

Sword of Gryffindor Tier 8 Blade
Break Damage Limit
Poison Touch(Basilisk venom in it man)
Indestructible
Triple Crit
Special Ability
This weapon may take on the properties of certain other items. If a character for example killed a poisonous beast by impaling it through the mouth this weapon would gain Poison Touch. If it was bathed in flames as it cut off a dragons head it would gain Fire Strike. This can add up to 3 abilities. They can be made permanent at the end of a session of gotten rid off. If made permanent they can not be gotten rid off later. The effect can not come from something that ONLY struck the user. The cause for the sword to gain an effect must have struck the blade itself.

IDK


Maybe an evolving weapon with something like that special ability? I kinda had a burst of inspiration but no real though about HOW it would work.

Dust
2011-08-04, 01:11 PM
That's pretty awesome. :smallbiggrin:

Shadow Lord
2011-08-04, 02:36 PM
What happens if you were to cast one of the Level 5 spells on it? That would be bad. Very bad.

wiimanclassic
2011-08-04, 02:50 PM
What happens if you were to cast one of the Level 5 spells on it? That would be bad. Very bad.

Well it certainly ain't absorbing an Ultima. Its more it absorbs the ELEMENT used. Or status effect. Maybe a spell effect in some situations. But the general idea is the Touch effects or elemental abilities. Although spell effect ultima does seem to fit on an ultima weapon. Maybe make you need to roll again to confirm the crit for higher tier stuff.

TevensPotter
2011-08-07, 09:40 PM
Dang my Inner Harry Potter Fan.(WiimanClassic Helped in this)

http://images1.wikia.nocookie.net/__cb20101129135218/harrypotter/images/thumb/c/c9/The_Elder_Wand.JPG/354px-The_Elder_Wand.JPG

(* = not at full Power)
(~ = only at Full Power)

The Elder Wand Tier 8-5* Arcane
~ Break Damage Limit
Indestructable
Auto-Haste
+2 Int
Special:"A person can only wield this weapon as a tier 8 weapon if they are its master. To become this weapon's master you must ether kill or disarm its owner."
Special:This weapon enhances the effects of all magic cast using it. All magic based damage and healing is increased by 50%

Precission
Overdrive

"So the oldest brother, who was a combative man, asked for a wand more powerful than any in existence: a wand that must always win duels for its owner, a wand worthy of the wizard who had conquered death! So Death crossed to an Elder Tree on the banks of the river, fashioned a wand from a branch that hung there, and gave it to the oldest brother.

The first brother traveled on for a week or more, and reaching a distant village , sought out a fellow wizard with whom he had a quarrel. Naturally, with the Elder Wand as his weapon, he could not fail to win the duel that followed. Leaving his enemy dead upon the floor, the oldest brother proceeded to an inn.Drunk with the power of the elder wand he boasted that he was invincible.

That very night, another wizard crept upon the oldest brother as he lay, wine-sodden, upon his bed. The thief took the wand, and slit the oldest brother's throat for good measures.So death took the first brother for his own. "

This is that wand.

The Elder Wand,Also known as The Deathstick and such,is one of the Three Deathly Hallows.It was the first Hallow to be created,supposedly by Death Himself,and is the strongest wand in the history
of the Wizading World.According to legend,it is able to accomplish feats thought impossible, and was used to end the Second Wizarding War by it's last rightful Owner,Harry James Potter.

wiimanclassic
2011-08-07, 10:01 PM
http://thlog.com/wp-content/uploads/2011/04/Harry-Potter-Invisibility-Cloak-e1302141173726-153x300.jpg

Invisibility Cloak-Legendary Accessory?
This mystical cloak shimmers and when worn is almost impossible to see. Most end up passing it off as a trick of the eye. If you look closely at it you notice a strange symbol. A Triangle containing a circle with a line through it. This item allows the user to hide under it and gain a +10 to stealth. +15 under cover of darkness. Does not stack with sunken state. Bonus is loss under same conditions sunken state is lost.


All that's really left is a resurrection stone which is pretty easy.

You know what.

Resurrection Stone-Normal Item but very rare,

http://images4.wikia.nocookie.net/__cb20090406032260/harrypotter/images/thumb/2/26/Marvolo_Gaunt%27s_Ring.jpg/250px-Marvolo_Gaunt%27s_Ring.jpg

By turning this stone over in your hands 3 times you may call upon a spirit of the dead. They will stay until dismissed but must stay within 10 feet of the stone. They may be spoken too and will answer questions asked. They may refuse to answer questions. The other side of the veil of death allows spirits to have seen many things mortals will not have. Remember to make the ghosts have some kind of useful info if not just used for flavor reasons.



Blah. Something for settings not wanting the "copy of a wand from another world" thing. Tev posted part. Heres the whole.


“There were once three brothers who were travelling along a lonely, winding road at twilight. In time, the brothers reached a river too deep to wade through and too dangerous to swim across. However, these brothers were learned in the magical arts, and so they simply waved their wands and made a bridge appear across the treacherous water. They were halfway across when they found their path blocked by a hooded figure.

And Death spoke to them. He felt cheated for travellers usually drowned in the waters. But Death was cunning. He pretended to congratulate the three brothers upon their magic, and said that each had earned a prize for having been clever enough to evade him.

So the oldest brother, who was a combative man, asked for a wand more powerful than any in existence: a wand that must always win duels for its owner, a wand worthy of the wizard who had conquered death! So Death crossed to an Elder Tree on the banks of the river, fashioned a wand from a branch that hung there, and gave it to the oldest brother.

Then the second brother, who was an arrogant man, decided he wanted to humiliate Death still further, and asked for the power to recall others from Death. So Death picked up a stone from the riverbank and gave it to the second brother, and told him the stone would have the power to bring back the dead.

And then Death asked the third and youngest brother what he would like. The youngest brother was a humble man asked for something that would enable him to go forth from that place without being followed by Death. And Death, reluctantly, handed over his own Cloak of Invisibility.

Then Death stood aside and allowed the three brothers to continue on their way, and they did so, talking with wonder of the adventure they had had, and admiring Death's gifts.

In due course the brothers separated, each for his own destination.

The first brother traveled on for a week or more, and reaching a distant village , sought out a fellow wizard with whom he had a quarrel. Naturally, with the Elder Wand as his weapon, he could not fail to win the duel that followed. Leaving his enemy dead upon the floor, the oldest brother proceeded to an inn.Drunk with the power of the elder wand he boasted that he was invincible.

That very night, another wizard crept upon the oldest brother as he lay, wine-sodden, upon his bed. The thief took the wand, and slit the oldest brother's throat for good measures.So death took the first brother for his own.

Meanwhile, the second brother journeyed to his own home, where he lived alone. Here he took out the stone that had the power to recall the dead, and turned it thrice in his hand. To his amazement and delight, the figure of the girl he once hoped to marry, before her untimely death, appeared before him.

Yet she was sad and cold, separated from him as by a veil. Though she had returned to the mortal world, she did not truly belong there and suffered. Finally the second brother, driven mad with hopeless longing, killed himself so as to truly join her. So death took the second brother.

But though Death searched for the third brother for many years, he was never able to find him. It was only when he attained a great age that the youngest brother finally shed the Cloak of Invisibility and give it to his son. And then he greeted Death as an old friend, and went with him gladly, and, as equals, they departed this life.”

cilonrs
2011-08-08, 10:27 PM
Well, I'm still assimilating the system then i decided to adapt some monsters to help me understand and also contribute to this excellent initiative! (I'm noob in designing monsters, suggestions are appreciated)

Ymir, the Whelk - Lv 3 Boss (Large Strong Beast)
http://kahran042.0catch.com/ffvi/images/Whelk.gif

"Hold it! Think back to our briefing......
What about it?!
Do you recall hearing about a monster that eats lightning......
.....and stores the energy in its shell!
Right. So whatever you do, don't attack the shell!"
—Biggs and Wedge

The Ymir, also known as Whelk, is a boss in Final Fantasy VI. It is the first boss in the game and is faced at the end of the Narshe Mines.
In order to defeat it, only one of the two parts need to be defeated. The head is the easier part to kill, but every even turn where it is hit, the head hides in its shell and becomes immune to damage until it reappears. The head attacks with its physical and Slime, which inflicts Slow on a character. Attacking the shell prompts it to counter with Megavolt, which will take a large chunk of HP from the entire party. Ymir can only use this ability six times before it runs out of MP.
The Ymir isnt a mobile oponent, but is the perfect guardian for sealing a path where you do not want intruders poking around

Multiple Parts: Head/Shell
HP: 156 / 4875 HP
MP: 52
STR: 9
VIT: 10
INT: 8
DEX: 8
SPR: 8
EVA: 9

ARM: 5/15
M ARM: 5/15
Attacks:
Bite, 6 ACC, 9+2d6 damage (head only)

SLIME, 4 MP (shell only)
Target: Single
Type: Status
Resist 12
The shell secretes a viscous liquid that spills on the target, leaving the target sticky. The target is inflicted with slow (the effect can wear off if the target spend a slow action cleaning himself)

Magic Counterattack: (instant, group, shell part only)
cast Megavolt when hit by any means

MEGAVOLT (8 MP)
Target: Group
Type: Elemental (Lightning)
Reflectable
A brilliant bolt tears down from the sky, striking its mark with barely-contained energy. Megavolt inflicts (INT x 3) + 2d6 points of Lightning damage to the party

Large: The monster is huge, making it Immune to Knockback and the action-interruption that knockbacks normally cause.
Element: Absorv Lightning (Shell)
Status Immunity: Darkness, Zombie, Poison, Clear, Imp, Petrify, Instant Death, Condemn, Near Fatal, Image, Mute, Berserk, Confuse, Seizure, Sleep (Both parts), Slow, Stop (Shell only)
Location: underground

EDIT: Stats fixed

wiimanclassic
2011-08-08, 10:36 PM
Well, I'm still assimilating the system then i decided to adapt some monsters to help me understand and also contribute to this excellent initiative! (I'm noob in designing monsters, suggestions are appreciated)

Ymir, the Whelk - Lv 3 Boss (Large Strong Beast)


"Hold it! Think back to our briefing......
What about it?!
Do you recall hearing about a monster that eats lightning......
.....and stores the energy in its shell!
Right. So whatever you do, don't attack the shell!"
—Biggs and Wedge

The Ymir, also known as Whelk, is a boss in Final Fantasy VI. It is the first boss in the game and is faced at the end of the Narshe Mines.
In order to defeat it, only one of the two parts need to be defeated. The head is the easier part to kill, but every even turn (2, 4, 6, etc) it hides in its shell and becomes immune to damage until it reappears. The head attacks with its physical and Slime, which inflicts Slow on a character. Attacking the shell prompts it to counter with Megavolt, which will take a large chunk of HP from the entire party. Ymir can only use this ability six times before it runs out of MP.

Multiple Parts: Head/Shell
HP: 156 / 4875 HP
MP: 52
STR: 9
VIT: 10
INT: 1
DEX: 10/4
SPR: 8
EVA: 9/4
ACC: 6/0
ARM: 5/15
M ARM: 15/15
Attacks:
Bite, 6 ACC, 3+2d6 damage (head only)

SLIME, 4 MP (shell only)
Target: Single
Type: Status
Resist 12
The shell secretes a viscous liquid that spills on the target, leaving the target sticky. The target is inflicted with slow (the effect can wear off if the target spend a slow action cleaning himself)

Magic Counterattack: (instant, group, shell part only)
cast Megavolt when hit by any means

MEGAVOLT (8 MP)
Target: Group
Type: Elemental (Lightning)
Reflectable
A brilliant bolt tears down from the sky, striking its mark with barely-contained energy. Megavolt inflicts (INT x 3) + 2d6 points of Lightning damage to the party

Element: Absorv Lightning (Shell)
Status Immunity: Darkness, Zombie, Poison, Clear, Imp, Petrify, Instant Death, Condemn, Near Fatal, Image, Mute, Berserk, Confuse, Seizure, Sleep (Both parts), Slow, Stop (Shell only)
Location: underground

Combat Strategie
HEAD: Attack (66%) or Slime (33%)

I might take this and use it soon. A pair of thugs, level 3 enemies, barely phased a party of 4 level 1s. It was a blood bath. They snuck up and just slaughtered them. One was dead before the second turn due to the preemptive round. Hope this can provide a real challenge.

Although bite seems kinda weak.

cilonrs
2011-08-08, 10:47 PM
I might take this and use it soon. A pair of thugs, level 3 enemies, barely phased a party of 4 level 1s. It was a blood bath. They snuck up and just slaughtered them. One was dead before the second turn due to the preemptive round. Hope this can provide a real challenge.

Although bite seems kinda weak.

Back in the FF VI, bite is really kinda weak. The real deal is the "not attack the shell" thing, and the party is supposed to being struck by one megavolt or two before they learn the lesson (the INT score must be fixed, btw)

wiimanclassic
2011-08-09, 11:46 AM
Still maybe a bump up to 2d6+9. The 3 is just kinda random. If your fighting a level 3 boss you should be able to handle that. Some basic enemies do more then that at level 3..

Maybe give it the large type so its immune to the eject spell? Losing half your hp WILL hurt.

cilonrs
2011-08-09, 05:54 PM
Holy cow, how noob I was being. I was simply adding the modifier in damage and not the value of STR (too much D & D). The attack was supposed to be +9 all the time, thanks for the tip

wiimanclassic
2011-08-09, 06:01 PM
2d6+3 won't really hurt much or discourage them from attacking the shell. Maybe megavolt needs a boost? Or the things int score.

cilonrs
2011-08-09, 06:14 PM
int stat was fixed, megavolt now causes 24 +2d6 to the whole party
Large Abilitie added

Kobold-Bard
2011-08-23, 08:06 AM
Index updated.

BlackestOfMages
2011-08-31, 02:16 AM
Job: Summoner
Not all how make pacts with eidolons are mages, and not all must sacrifice their destiny to manifest their pact. The horned summoners, also known as shamans in some parts of the world, are capable of bringing eidolons into the world trough sheer force of will. Though not inheritly magical, a summoners pact with these mystical beasts grants here limited magical power.

HP: +2
MP: +2
Weapons: Arcane, reach
Armour: Light
Skill points: 14
ACC: 0 + dex
EVA: 7 + dex or spr

Epic Ability: True summoning: - self, instant
The summoner is capable of bringing the full power of an Eidolon into the world, alowing it to manifest itself in all of its glory. this ability takes at least 3 destiny. The Eidolon summoned has doubled stats, and remains summoned for 3 + the number of destiny points used. The eidolon can use it's Astral flow ability at any time, however this dismisses the Eidolon. Summoning an Eidolon in this way has a risk however, as if the eidolon is reduced to 0 hp, then the summoner looses the ability to call upon it permenantly, and even if it survives it is unavaliable for a number of days equal to it's tier + the number of rounds it prematurely used it's Astral flow ability.

Inate Ability: Summoning Magic: - standard, self
A summoner is able to summon Eidolons through will-power, like a mage casts a spell. the number of eidolons she can summon is shown below. This pact also grants the summoner a limited amount of white magic. An Eidolon summoned this costs for 16 * it's rank * the number of rounds the summoner intends to keep it in the world (which can be greater than 3) An eidolon summoned in this way cannot use it's astral flow ability. In addition, the white mage must wait the eidolon's tier * how many rounds greater than 3 it was summoned before summoning another, twice as much if the eidolon was reduced to 0 hp, and she cannot summon the same eidolon more than once each encounter. A summoner can summon one of these Eidolons for 2 destiny points as opposed to 3, but extra destiny points can be used to buy aditional summoning time.

Eidolons*:
[B]Tier 1: 1 4
Tier 2: 7 10
Tier 3: 13 16
Tier 4: 20 24
Tier 5: 28

spells (white magic)
[B]Tier 1: 1 1 2 4
Tier 2: 6 8 10 12
Tier 3: 14 16 18 20
Tier 4: 22 24 26 28


* An Eidolon obtained in this way does not grant devotion as the summoner is not particularly dedicated to it so much as she is in contact with it. They are all personal

Job Abilities:
Charismagic: Same as Red Mage
Master Summoner: Same as white mage, also summoning using MP costs 4 less mp per rank.

Summoner's dedication - pasive:
Normally, a summoned Eidolon has the same stats as the summoner. With this ability, the summoner has learnt to refocus her energies into the eidolon, allowing it to re-arange her stats (but not change the numeric values) when summoned. eg: she could use her spirit of 12 in place of her strength of 6 for the eidolon's strength. when involved in a party summon, this ability instead adds the summoners ability modifier to the relevant stats.

Faithfull summoner - passive
The summoner has a deep connection to one of the eidolons that aid her, going beyond merely acomplices to become close companions. The summoner has the devotion for one of her eidolons. In addition, she can summon it for one round longer without any extra cost (through normal summoning or her own power)

Eidolon Extraction - slow action, varies:
In an act of betreyal hurtful to both the eidolon and the summoner, she can call upon the eidolon and force it's powers away from it. This ability costs the ammount of MP to summon the eidolon for 1 round. this can either be used to summon another eidolon as though she had used 3 destiny points, or to imediatly use the Eidolon's Palanar flow. However, such an act of betreyal causes the bond between the summoner and the eidolon to be severed, meaning she loses the ability to summon that eidolon. It is possible for the link to be reforged, though rare. This can only be done once per session

Summoner's Mastery - standard action, short range.
A summoner has a deep spirital connection to all the eidolon;s she encounters, and this can be trained further to give her a link that cannot be matched. If a summoner with this ability can touch an eidolon, they can attempt a negotiation test to banish it with a moderate dificulty, increased by one level for each rank it is above one. The summoner may instead attempt to take control of the eidolon, which adds 2 to the dificulty ranks of the negotiation test. If this sucseeds, then the eidolon is still banished, but the summoner also adds it to her own summoning list. for each sumoner in control of an eidolon,the dificulty class is increased by 1. A summoner may not try and take control of an eidolon called by another summoner, or a party eidolon

Cursed/Blessed summoning: An Eidolon summoned in this way can add either the effects of a Dark Knight's Mark of Domination or a Paladin's Astra abilities to an Eidolon's abilities, once per session. The ability used is selected when this ability is taken.

notes: This is a less destructive mage focused on using Eidolons, though at a steep cost that could leave most of them stranded after their first summon. They have a large ammount of 'burst' damage avaliable to them, but not much reliable damage.:smallbiggrin: also makes a decent secondary healer

also, new Eidolons :smallwink::

Gilgamesh Tier 2:
[I]"Enough expository banter. It's time we fight like men. And ladies. And ladies who dress like men. For Gilgamesh...IT IS MORPHING TIME!”

Spells: Gilgamehs needs not your spells to be effective.

Abilities
Each round, roll 2d6 to see what gilgamesh does:
2-3 Excalipoor - deals 1 damage to a random target. Ignores ARM
3-5 Endiku Deals (Dex X 5) damage to one random target, by his faithful hound
6-8 Mastermune Deals (STR X 6) + 2d6 damage to one random target
9-11 Monarch Sword deals (STR X 7) + 2d6 damage to one random target at long range, and cauing medium knockback
12 Gilgamesh Super-Special Destructo-Technique targets one random combatant, including allies and Gilgamehs himself, and inflicts (STR X 7) damage to them, and halves all of the victim stats
Astral Flow, Escape: Sensing his time is up, Gilgamesh flees the battle. this has no effect except rather than fading, Gilgamehs runs off in a trail of smoke, much like he appeared in.

Abilities: Controled Defence, two weapon fighting, counter attack (50%)

Devotion: Gilgamesh favours the weak, and those able to have a good time in the game. He is fully aware that this is all a table top RPG, and he looks favourably on others who joke about this, and also when players help the poor and needy. He also likes players who collect special weapons. Gilgamehs grants destiny for obtaining legendary weapons, and for helping the poor. Unfortunatly, DM's everywhere prevent him from granting destiny for breaking the fourth wall...

BlackestOfMages
2011-08-31, 04:18 AM
sory for double-post, but another suggestion: what about adding megavolt (the whelk's ability) to the blue magic list?

Kobold-Bard
2011-09-04, 01:14 PM
Re: Summoner.

- Missed italics formatting for the first text.
- Not a necessity, but I like classes to have a picture. Pretty please.
- MP seems kind of low for an out & out caster class.
- Far too many White Magic spells known.
- Why do they have to be White Magic? Rydia was a Black Magic using Summoner. Maybe give them the option to choose between the two (though not both, otherwise you step too close to the Red Mage & not Time Magic).
- Master Summoner's -4MP/rank ability means it's cheaper to summon higher ranking Eidolons; Tier 4 Eidolons being just 4*rounds MP each, & Tier 5 Eidolons just being 1*rounds MP. Rethink the ability or get rid of it because that is insane.
- Can the Summoner still take the Eidolon shared ability as normal? Are such Eidolons added as bonus Summoner spells, or are they restricted to the usual Destiny only rules?

There may be other stuff; specifically Eidolons being too powerful (Summons used to be spells like any other, so were less powerful than the current Destiny fuelled ones are), but I'll look at that another time.

Kobold-Bard
2011-09-07, 03:44 PM
Dunno if anyone still watches this or not, but I'm going to do the Mog Knight next as a Moogle specific class.

steelsmiter
2011-09-07, 05:35 PM
I watch this I'm doing a Brawler Class and have most of the Job abilities and the innate ability (which will include the ability to grapple) but am stuck on an epic.

DualShadow
2011-09-07, 08:47 PM
Personnaly I'm waiting on Dust's next update, seeing as she is changing the basic system, a couple of homebrew could end up unusable.

Dust
2011-09-08, 06:12 PM
Dunno if anyone still watches this or not, but I'm going to do the Mog Knight next as a Moogle specific class.
I would LOVE to see this.

Personnaly I'm waiting on Dust's next update, seeing as she is changing the basic system, a couple of homebrew could end up unusable.
I'm actually really unhappy with the way things have turned out, and plan on uploading the current set of Jobs to demonstrate how things look and perhaps gain some inspiration from the Playground. You can expect that in the next week or less. Regardless, know that all this homebrew has helped a lot!

Major
2011-09-08, 06:58 PM
I would LOVE to see this.

I'm actually really unhappy with the way things have turned out, and plan on uploading the current set of Jobs to demonstrate how things look and perhaps gain some inspiration from the Playground. You can expect that in the next week or less. Regardless, know that all this homebrew has helped a lot!

What exactly are you unhappy about? I thought the system turned out nicely. (Given, I'm currently in my first actual game so all I know is reading)

Dust
2011-09-08, 07:35 PM
In my mind, the revised set of jobs is an overcomplicated mess that doesn't accurately represent the canon source material. Then again, I might just be overcritical. It's hard to say, and it's a question I'll undoubtedly be posing when I post it up.

Major
2011-09-08, 08:05 PM
In my mind, the revised set of jobs is an overcomplicated mess that doesn't accurately represent the canon source material. Then again, I might just be overcritical. It's hard to say, and it's a question I'll undoubtedly be posing when I post it up.

Wait...are you unhappy with the old set currently up or the new set you are playtesting?

Dust
2011-09-08, 08:36 PM
Both, in a way! :smallbiggrin:
If I had liked the prior way Jobs looked and worked I wouldn't have changed it, but I found making a character to be - frankly - a little boring, and there weren't enough options to helped bring a concept to life. Eventually you'd start taking job abilities you simply didn't want because nothing else appealed to you.
The new set has its problems as well, but they're probably more manageable. It just feels wierd to work on something for hours a day, months at a time, and still remain unhappy with it. That's homebrewing for you!

Major
2011-09-08, 08:51 PM
Both, in a way! :smallbiggrin:
If I had liked the prior way Jobs looked and worked I wouldn't have changed it, but I found making a character to be - frankly - a little boring, and there weren't enough options to helped bring a concept to life. Eventually you'd start taking job abilities you simply didn't want because nothing else appealed to you.
The new set has its problems as well, but they're probably more manageable. It just feels wierd to work on something for hours a day, months at a time, and still remain unhappy with it. That's homebrewing for you!

fair enough, if you were happy it wouldn't have changed.

Well our game started at level six and I find myself eager to level up and take more abilities. But at higher levels I'm not sure. So I can see why you'd want to add more.

Look at it this way though, the game is really fun and quite a few people play it. You got a large enough fan base to make a homebrew compendium, etc. You are doing something right :P

Everyone is there own worst critic, your system is lots of fun. I can understand wanting to make it better, but don't be unhappy when you did such a great job.

wiimanclassic
2011-09-08, 09:04 PM
Maybe more class abilities would help, along with shared abilities. Maybe just some to help make stuff already in be better. some abilities that go will with others or something. IDK

Ragingsystem
2011-09-08, 10:17 PM
Alchemist class based on the alchemists from full metal alchemist.

Alchemist
HP/Level: +4
MP/Level: 0
Weapons: Brawl, Blade, Reach, Improvised.
Armor: Light or Medium
Skill Points: 25
ACC: 1+ STR or DEX rating
EVA: 6 + DEX rating

Epic Ability: Over Drive – Instant, Self

Alchemists are masters of pushing their weapons to the brink of their power.
Over Drive makes an alchemists weapon deal 1 more damage step and gives it an extra ability other than the unbreakable ability. During Over Drive a critical attack is a 9-12.
However the weapon breaks at the end of this ability unless the weapon has the unbreakable ability then it has a 50% chance to not break. Over Drive lasts a number of rounds equal to an alchemists DEX rating. Over Drive has no effect on limit breaks.


Innate Ability: Transmutation – Standard

An Alchemist can change the properties of an object by making a Synthesis [Transmutation] skill check for example: Fixing a broken clock, Creating a stone wall out of a rock, ect ect... He cannot however change things such as volume, materials, or flesh for example: Turning coal into gold, making a drop of water become a lake, decompose flesh, ect ect... An Alchemist needs to create a transmutation circle to use this ability.
Also as a slow action an Alchemist can change his weapon type to any other weapon type. Also they can change an object into a weapon of another type (Ie. A wooden chair into a bat, A steel bar into a spear) that weapon breaks at the end of combat and it's abilities and tier are determined by the GM.






Job Abilities:


Elemental Affinity – Passive

An alchemist knows everything there is to know about the elements.
Elemental Affinity allows an alchemist to deal elemental damage of any type but Holy or Shadow.
An alchemist can change the element they are aligned to as a slow action. Elemental Affinity may be taken twice to allow the alchemists to deal Holy or Shadow Damage.

Property Swap – Normal

Alchemists never are seen with the wrong item.
As a normal action an alchemist can change the properties of a support item in their inventory to those of a support item of equal or lesser gill value.

Circle-less Transmutation – Passive

Some alchemists are so powerful they no longer need circles to use alchemy.
Circle-less Transmutation changes the alchemists innate abilities and makes it an instant action as opposed to a standard action.

Copy Spell – Slow

Alchemists can perform extraordinary feats that seem like the spells of mages.
As a slow action an alchemist can watch a spell caster cast a spell when the action resolves on the alchemists next turn he can copy the spell; provided that the alchemists can use something to create the effect for example: Using a raging fire to copy the effects of Fira.

Composition Change – Standard

The body of an alchemist is a mix match of elemental properties.
As a standard action an alchemist can give himself a weakness to one element and also give himself resistance to another element.

Soul Bind – Passive

Alchemists have the unnatural ability to bind souls to living armors.
An alchemist can bind a part of a soul of a fallen one into a living armor. The players race becomes android and they rebuild their character as such. The character has a blood seal that will wash off if submerged in water or if their hp is dropped to zero. An alchemist can bind a piece of their own soul to an armor but they take a -2 to their VIT score if done this penalty goes away when they are resurrected into the new body.

Physical Training – Passive

Some Alchemists have undergone intense physical training to harden their bodies as well as their minds. Your HP/level becomes +8 and you get a +1 to acc.

Precise – Slow

Alchemists are careful to study their foe to gain the upper hand before engaging them in combat. As a slow action an alchemist can learn all of a targeted foes weaknesses.

Mastery – Passive

Alchemists are master craftsmen who spend years perfecting their art. After taking this ability an alchemist can put twice as many skill points into the skill synthesis[Alchemy]






This is the first home brew I've done for this system so let me know how it is. I find the amount of skill points and eva may be to high. Also physical training may be to powerful.

Kobold-Bard
2011-09-09, 05:22 PM
I would LOVE to see this.

If I can tear myself away from FF8 over the weekend, it'll get done.

Out of curiosity, do you think homebrew will be easily convertible to the new style system, or would it need to be redone?


I'm actually really unhappy with the way things have turned out, and plan on uploading the current set of Jobs to demonstrate how things look and perhaps gain some inspiration from the Playground. You can expect that in the next week or less.

Sounds like a plan.


Regardless, know that all this homebrew has helped a lot!

Sweeeet! :smallcool:

wiimanclassic
2011-09-09, 07:07 PM
Power has nothing to do with circle-less transmutation. It has to do with passing through the Gate. Just a minor fluff nitpick.

Ragingsystem
2011-09-09, 07:36 PM
Power has nothing to do with circle-less transmutation. It has to do with passing through the Gate. Just a minor fluff nitpick.

I realize this, I just wanted the class to be based on FMA's alchemists, but I also wanted it's fluff to fit any FF setting without much tweaking.

steelsmiter
2011-09-12, 04:01 PM
Both, in a way! :smallbiggrin:
If I had liked the prior way Jobs looked and worked I wouldn't have changed it, but I found making a character to be - frankly - a little boring, and there weren't enough options to helped bring a concept to life. Eventually you'd start taking job abilities you simply didn't want because nothing else appealed to you.
The new set has its problems as well, but they're probably more manageable. It just feels wierd to work on something for hours a day, months at a time, and still remain unhappy with it. That's homebrewing for you!

I personally like the old way, particularly the 5 attribute system. I never had any problem creating an old character and I've had players that said "this is literally the most fun cc process I have ever been in"

I agree that some of the extended abilities as shown in the underprepared link to the new book could liven the old system up... as far as teamwork attacks in the new system go I like them compared to the old system. I would have preferred you to use the concurrences houserule I had as a damage increase on limit breaks (e.g. a limit break only teamwork attack).

Monster creation in the unfinished book is great as is Martial Arts and the fact that you have guidelines for how many dice of damage are done at what levels.

I hadn't had the problem of of taking abilities that didn't appeal to me since I made "The Art of War" but of course that's completely irrelevant to your base system considering that it's actually homebrew.

Major
2011-09-12, 04:07 PM
Wait, the link to the unfinished work in progress is up?

Kobold-Bard
2011-09-12, 04:14 PM
Wait, the link to the unfinished work in progress is up?

Unfinished version posted a couple of months back:


Hey so when are you going to fix up the more current PDF? I wouldn;t mind a bestiary for my game.

http://www.giantitp.com/forums/showthread.php?t=205265

Major
2011-09-12, 04:15 PM
Unfinished version posted a couple of months back:

Somehow missed it. The link doesn't work.

BlackestOfMages
2011-09-13, 05:50 PM
@ kobold: lol, forgot I posted that job. It looks like the master summoner ability has been misinterpeted. It was meant to make it 12 mp per eidolon rank, but I seemed to have phrased it spazzily...

will work on getting a picture, just give me time to dig out my graphics tablet...

mana is low on purpouse to offset the power of summons, so the summoner really works well about once per fight. I can raise it if it feels to low.

I chose white magic because the eidolons have a hell of a lot of offencive power, but again, I'll change it to a choice. the spell ammount is even less than that of a red mage, so...

rephrased version
Job: Summoner
Not all how make pacts with eidolons are mages, and not all must sacrifice their destiny to manifest their pact. The horned summoners, also known as shamans in some parts of the world, are capable of bringing eidolons into the world trough sheer force of will. Though not inheritly magical, a summoners pact with these mystical beasts grants here limited magical power.

HP: +2
MP: +2
Weapons: Arcane, reach
Armour: Light
Skill points: 14
ACC: 0 + dex
EVA: 7 + dex or spr

Epic Ability: True summoning: - self, instant
The summoner is capable of bringing the full power of an Eidolon into the world, alowing it to manifest itself in all of its glory. this ability takes at least 3 destiny. The Eidolon summoned has doubled stats, and remains summoned for 3 + the number of destiny points used. The eidolon can use it's Astral flow ability at any time, however this dismisses the Eidolon. Summoning an Eidolon in this way has a risk however, as if the eidolon is reduced to 0 hp, then the summoner looses the ability to call upon it permenantly, and even if it survives it is unavaliable for a number of days equal to it's tier + the number of rounds it prematurely used it's Astral flow ability.

Inate Ability: Summoning Magic: - standard, self
A summoner is able to summon Eidolons through will-power, like a mage casts a spell. the number of eidolons she can summon is shown below. This pact also grants the summoner a limited amount of white magic. An Eidolon summoned this costs for 16 * it's rank * the number of rounds the summoner intends to keep it in the world (which can be greater than 3) An eidolon summoned in this way cannot use it's astral flow ability. In addition, the white mage must wait the eidolon's tier * how many rounds greater than 3 it was summoned before summoning another, twice as much if the eidolon was reduced to 0 hp, and she cannot summon the same eidolon more than once each encounter. A summoner can summon one of these Eidolons for 2 destiny points as opposed to 3, but extra destiny points can be used to buy aditional summoning time. In addition, each summoner can choose either black or white magic when created, and they gain a small ammount of spells from their chosen discipline

Eidolons*:
[B]Tier 1: 1 4
Tier 2: 7 10
Tier 3: 13 16
Tier 4: 20 24
Tier 5: 28

spells (either white or black magic, chosen at creation)
[B]Tier 1: 1 3 6
Tier 2: 8 11 13
Tier 3: 16 18 21
Tier 4: 23 25 26

* An Eidolon obtained in this way does not grant devotion as the summoner is not particularly dedicated to it so much as she is in contact with it. They are all personal. A summoner can still obtain eidolon's the standard way as well, where they grant devotion as normal.

Job Abilities:
Charismagic: Same as Red Mage
Master Summoner: Same as white mage. In adition, a summoner with this ability pays 12 * the eidolon's rank for summoning as opposed to 16 * the eidolon's rank.

Summoner's dedication - pasive:
Normally, a summoned Eidolon has the same stats as the summoner. With this ability, the summoner has learnt to refocus her energies into the eidolon, allowing it to re-arange her stats (but not change the numeric values) when summoned. eg: she could use her spirit of 12 in place of her strength of 6 for the eidolon's strength. when involved in a party summon, this ability instead adds the summoners ability modifier to the relevant stats.

Faithfull summoner - passive
The summoner has a deep connection to one of the eidolons that aid her, going beyond merely acomplices to become close companions. The summoner has the devotion for one of her eidolons. In addition, she can summon it for one round longer without any extra cost (through normal summoning or her own power)

Eidolon Extraction - slow action, varies:
In an act of betreyal hurtful to both the eidolon and the summoner, she can call upon the eidolon and force it's powers away from it. This ability costs the ammount of MP to summon the eidolon for 1 round. this can either be used to summon another eidolon as though she had used 3 destiny points, or to imediatly use the Eidolon's Palanar flow. However, such an act of betreyal causes the bond between the summoner and the eidolon to be severed, meaning she loses the ability to summon that eidolon. It is possible for the link to be reforged, though rare. This can only be done once per session

Summoner's Mastery - standard action, short range.
A summoner has a deep spirital connection to all the eidolons she encounters, and this can be trained further to give her a link that cannot be matched. If a summoner with this ability can touch an eidolon, they can attempt a negotiation test to banish it with a moderate dificulty, increased by one level for each rank it is above one. The summoner may instead attempt to take control of the eidolon, which adds 2 to the dificulty ranks of the negotiation test. If this sucseeds, then the eidolon is still banished, but the summoner also adds it to her own summoning list. for each sumoner in control of an eidolon,the dificulty class is increased by 1. A summoner may not try and take control of an eidolon called by another summoner, or a party eidolon

Cursed/Blessed summoning: An Eidolon summoned in this way can add either the effects of a Dark Knight's Mark of Domination or a Paladin's Astra abilities to an Eidolon's abilities, once per session. The ability used is selected when this ability is taken.

Kobold-Bard
2011-09-15, 02:10 PM
Moogle Knight

http://fc07.deviantart.net/fs70/f/2010/220/b/e/Speedpainting__Mog_Knight_by_CentraDragon.jpg http://fc06.deviantart.net/fs70/f/2010/211/b/8/Mo_the_Moogle_by_R0XAR.png
Pics by CentraDragon & R0XAR respectively on dA

"It's not the size of the blade, it's how you use it."

The Moogle Knight (or Mog Knight) is a Moogle who has taken that unequivocally Mogish anything-is-possible spirit & just ran with it. While at first glance a Moogle wielding a sword or spear may seem strange (or even comical), these diminutive warriors can easily stand as equals with any Elvaan or Galka when it comes to swordplay; and anyone who laughs at them only does it once. They supplement their strikes with a series of unique techniques that ensure they are never at a disadvantage, and to become some of the finest warriors in the world.

Special Pre-requisite: To become a Moogle Knight the character must be a Moogle (unsurprisingly).

HP/Level: +6
MP/Level: N/A
Weapons: Blade, Reach, Huge
Armour: Light, Medium, Heavy, & Shields
ACC: 2+Str
EVA 6+Dex or Int

Epic Ability: Ultima Charge Standard, Varies
The culmination of a Moogle Knight's study of special martial manoeuvres is the ability to tap into the ancient power of Ultima. In a moment of almost unnatural focus the Knight calls the immense energy to their weapon, which then glows with perfect darkness.

They strike a single target within medium range; their blow never missing or being evaded (still roll 2d6 for damage purposes) & which ignores ARM & M. ARM and increases it's damage multiplier by one step (eg. 7*Str rather than 6*Str).

If the target is defeated then the power of Ultima lingers in the Moole Knight's weapon. Until they fail to defeat a foe or fail to make an attack of some kind against a creature with that weapon every round their attacks continue to strike at medium range & ignore 50% of the target's ARM & M. ARM.

Innate Ability: The Way of the Moogle Passive, Self
The Moogle Knight dedicates their efforts to becoming a masterful warrior by blending their natural gifts & combat prowess.

The Moogle Knight favours tactics over luck; they may use their Int in place of their Spr for the purposes of skill checks. They also train in armour & may also Hover when in combat, as well as use their racial Flight ability while carrying all of their equipment & items (though they can not Fly during combat, just Hover).

Job Abilities:
Critical Haste: Instant, Self
"A wounded moogle is more dangerous than a jackal, kupo."

When the Moogle Knight is reduced to 25% of their HP or less in a combat, this ability triggers. The Moogle gains the Auto-Haste for as long as they are at 25% HP or below.

Mog Pocket Instant, Self
"Don't ask me where I was keeping it, kupo."

Moogles have some innate pseudo-mystical qualities, most of which defy all logic. The Moogle Knight may at the start of the session nominate one piece of equipment for use of this ability. For the remainder of the session they always have the chosen item to hand regardless of it's size or bulk, even if they just threw it or had it taken from them. This ability does not duplicate items, it simply returns it to them to the Moogle through some unknown means.

Mogri Warchant Instant, Group
"LEEEEEEEEROOOOOOY JEEEEEEENKIIIIIIIINS, KUPO!!!!!!"

With an almighty battle cry, the Moogle Knight spurs on their allies in battle. All allies (including the user) receive a bonus to their ACC & EVA scores equal to the Knight's Int Rating (minimum 1). This bonus lasts unil the start of the Moogle Knight's next turn.

This ability may be used 1/session, plus 1 additional time/session usable only when the Moogle Knight is below 25% HP.

Moogle Disarm: Instant, Single
"Who's laughing now, you stupid kupo-head."

When the Moogle follows an attack with a Disarm action they gain a +2 bonus on the opposed Str roll.

As well as disarming the opponent's weapon, they can instead choose to remove their armour. The opponent is treated as having only 1/2 the armour's ARM & M. ARM defences until they take a standard action to reattach it.

Moogle Guard: Standard, Self
"Stone will be worn down, kupo, so you must instead become like steel."

Taking a defensive stance, the Moogle Knight prepares to weather the incoming blows. The Moogle Knight's ARM & M. ARM increase by an amount equal to their Int Score for 3 rounds.

Moogle Lance: Standard, Single
"His helmet was stifling, it narrowed his vision. And he must see far, kupo."

The Mog Knight takes aim & hurls their weapon with deadly precision. This is a normal attack, except it can be done at medium range & deals only half damage. Reach weapons may be thrown at long range. The weapon must be reclaimed manually, unless the Moogle has an ally who is willing to return it to them, or they have the Mog Pocket ability.

Moogle Rush: Standard, Single
"Why won't you just DIE, kupo!"

The Moogle Knight swings their weapon with all their might, unleashing a devastating, if somewhat inaccurate strike. Their ACC score is halved & the attack cannot be a critical hit, but deals 150% damage & ignore 50% of the target's ARM score.

The Moogle Knight may use this ability 1/session for every point of their Str Rating.

Moogle Shield: Instant, Single
"Your comrades are your life, watch their backs & they shall watch yours, kupo."

Moogle Knights are ever vigilant for danger. With a sharp word of warning, their inherent magic defends an ally (including the Moogle Knight) from being afflicted by the next negative status effect to target them.

This defence remains until the ally is targeted by a negative status effect or for a number of rounds equal to the Moogle Knight's Spr Rating (minimum 1) before fading. The Moogle Knight may use this ability 1/session for every point of their Int Rating.

Moogle Aid: Slow, Self
"I know I just said your comrades are your life, but you can't rely on them to be their all the time, kupo."

This ability heals the Moogle 25% of their maximum hit points & removes all negative statuses.

The Moogle Knight may use this ability 1/session for every point of their Int Rating.

Pom-Pom Sway: Passive, Group
"That's right, watch the pretty Pom-Pom, kupo."

Mog Knight's learn to sway their Pom-Pom in a hypnotic fashion during combat to distract their foes, who suffer a -1 penalty to their EVA score against the Moogle Knight's weapon attacks (unless they are Blind, Mindless, a Boss or an End Boss).

Legendary Accessory: The Hero Gaol
Moogle Knight only. +6 Str, +4 Int. The Moogle Knight gains the Dual Wield Shared Ability & as an Instant action may call the twin swords Ayvuir Red & Ayvuir Blue. They are Blade weapons with a Tier equal to the Moogle Knight's level/4 (rounded down, min. 1, max. 7). They both have the Indestructible ability. Red has the Flamestrike & Flameproof abilities, while Blue has the Icestrike & Iceproof abilities.

----------------
Sorry it's late.

Thoughts?

Mono Vertigo
2011-09-15, 04:20 PM
I like the little guy! Definitely will use this homebrew in the future. :smallsmile:
I also can't shake the feeling the Moogle Knight is a bit overpowered somehow... but seeing how I'm very bad at judging these kinds of things. Maybe it's the pom-pom swaying AND Hover/Flight that are a bit too much all at once, both free and permanent, as parts of the same innate ability?

Kobold-Bard
2011-09-15, 04:36 PM
I like the little guy! Definitely will use this homebrew in the future. :smallsmile:
I also can't shake the feeling the Moogle Knight is a bit overpowered somehow... but seeing how I'm very bad at judging these kinds of things. Maybe it's the pom-pom swaying AND Hover/Flight that are a bit too much all at once, both free and permanent, as parts of the same innate ability?

I've got that feeling as well, but I'd rather put it all in & cut stuff out than go the other way.

Might make the Pom-Pom sway (sounds like the Moogle version of the Macarena) a job ability.

Ultima Charge is probably way too much too.

Edit:
Changelog:
- Made Pom-Pom Sway it's own ability.
- Made Moogle Aid a Slow Action.
- Made Mogri Warchant 1/session.
- Depowered Moogle Disarm.
- Got rid of excess abilities from the Ayvuir blades.

Tempted to do something about Ultima Charge, but I'll wait until I get some more feedback.

BlackestOfMages
2011-09-15, 07:36 PM
I like the mog knight, I just have one minor problem with the abilites as they stand:

Moogle Rush: Standard, Single
"Why won't you just DIE, kupo!"

The Moogle Knight swings their weapon with all their might, unleashing a devastating, if somewhat inaccurate strike. Their ACC score is halved & the attack cannot be a critical hit, but deal 200% damage & ignore 50% of the target's ARM score.

it's like darkside, but with more damage (ignoring armour) and less cost (half your acc as opposed to 25% of your maximum health), and the lack of criticals makes up for the 50& arm ignorance if the wielder has a reach weapon. maybe increase damage to 150%, or have the mog knight sacrifice armour for a little bit as well as reduced accuracy.

utima charge: this was fine, until I read the str/weapon damage TIMES level, as opposed to the pluss I thought it was. this gives a level 6 mog knight with s10 and a tier 3 weapon a base damage of 180 AND it carries on between targets AND it stuns the last victim. far to much compared to every other epic ability, far, far to much. (especially since, saying the knight never increased his strenght and just got a new weapon, at level 30 with a tier 7 weapon you deal 2.1k damage, which is opposed to everyone else's potential 500 + 2d6 with the same stat (and that's with ultima))
Maximum damage for everyone else is stat times 50, not stat times tier times level, as that's obscene. maybe make it do stat times level damage at medium range, with the stunning and the bouncing?
either way, the damage needs to drop

flight in armour: maybe if you limit armour to medium. also, no other class has access to every type of armour in the world, so maybe change this too. tbh, I'd recomend changing this to letting them fly in light armour, hover in everything else - the job abilities give them a vast array of usefull abilities to use in battle flight (and being immune to other mele characters on someone this string is wrong).

auto-haste, mog pocket, warchant, disarm, guard, lance and pom pom sway are all fine as far as I can see

mog aid: makes the monk ability chakra look like a bad joke. unlimited uses, and more effect is far to much. I'd definatly recomend changing this to be the same as chakra, not stepping all over it

so, in some areas this vastly overpowers every other class, with improved versions of all their abilitites and the most game rbeaking attack known to mankind. those issues really need to be adressed

Kobold-Bard
2011-09-16, 01:07 AM
I like the mog knight, I just have one minor problem with the abilites as they stand:

Moogle Rush: Standard, Single
"Why won't you just DIE, kupo!"

The Moogle Knight swings their weapon with all their might, unleashing a devastating, if somewhat inaccurate strike. Their ACC score is halved & the attack cannot be a critical hit, but deal 200% damage & ignore 50% of the target's ARM score.

it's like darkside, but with more damage (ignoring armour) and less cost (half your acc as opposed to 25% of your maximum health), and the lack of criticals makes up for the 50& arm ignorance if the wielder has a reach weapon. maybe increase damage to 150%, or have the mog knight sacrifice armour for a little bit as well as reduced accuracy.

Thia was the sort of thing I was concerned about, similar, but overpowered abilities based on abilities I don't know very well I'll fix them all later on today.

utima charge: this was fine, until I read the str/weapon damage TIMES level, as opposed to the pluss I thought it was. this gives a level 6 mog knight with s10 and a tier 3 weapon a base damage of 180 AND it carries on between targets AND it stuns the last victim. far to much compared to every other epic ability, far, far to much. (especially since, saying the knight never increased his strenght and just got a new weapon, at level 30 with a tier 7 weapon you deal 2.1k damage, which is opposed to everyone else's potential 500 + 2d6 with the same stat (and that's with ultima))
Maximum damage for everyone else is stat times 50, not stat times tier times level, as that's obscene. maybe make it do stat times level damage at medium range, with the stunning and the bouncing?
either way, the damage needs to drop

Yeah I suck. Will change.

flight in armour: maybe if you limit armour to medium. also, no other class has access to every type of armour in the world, so maybe change this too. tbh, I'd recomend changing this to letting them fly in light armour, hover in everything else - the job abilities give them a vast array of usefull abilities to use in battle flight (and being immune to other mele characters on someone this string is wrong).

Paladin does, I'm pretty sure Fighter does too.

And you're not immune to melee. You can't fly in combat, just hover, and even if you could that's just a -4 to attack in this system for short range attacks.

auto-haste, mog pocket, warchant, disarm, guard, lance and pom pom sway are all fine as far as I can see

mog aid: makes the monk ability chakra look like a bad joke. unlimited uses, and more effect is far to much. I'd definatly recomend changing this to be the same as chakra, not stepping all over it

Yeah, I may not have read the Monk in a long time, so I'll fix this later.

so, in some areas this vastly overpowers every other class, with improved versions of all their abilitites and the most game rbeaking attack known to mankind. those issues really need to be adressed

Right, thanks much.

BlackestOfMages
2011-09-20, 04:12 AM
sorry if what I said sounded grumpy - it reads that way when I was rereading it :smalleek:

also, love the new piratebold avatar :smallsmile:

Kobold-Bard
2011-09-20, 04:29 AM
sorry if what I said sounded grumpy - it reads that way when I was rereading it :smalleek:

also, love the new piratebold avatar :smallsmile:

Not at all. I still haven't redone Mog Aid just out of laziness, how does the rest look?

And yeah, it's pretty cool. My first ever custom avatar :smallbiggrin:

(I'll post in the game tonight :smallredface:)

BlackestOfMages
2011-09-20, 04:53 PM
other than allowing ultima charge to be a critical (it's now gone to far the other way :smalltongue:), I like the changes. wild swing no longer makes dark knights want to stop these diminutive crettins into the floor, and the others are nice. and chaning mog aid will be a five second job :smallbiggrin:

Kobold-Bard
2011-09-20, 04:59 PM
Ok, Moogle Knight updated, thoughts anyone?

Also, something new to look over. Job Pools aren't necessarily balanced or fair towards all classes, they're just a first pass at it.

Yes I know the fact that there's multiclassing in the new version probably makes this irrelevant, but I wanted to make it nonetheless.

------------------

Final Fantasy III Job Changing

Intro

In this variant, there is no Freelancer job. Their Job abilities are now Shared abilities. This variant encourages less connection to a single job than the normal game rules; instead characters are able to change their skills as needed.

GMs are encouraged to consider the fact that characters can be "ready for anything" when setting challenges.

Characters may change jobs at will as a Slow Action (even in combat). When moving from one job to any other job the character accrues a certain number of Adjustment Points. The number of Adjustment Points accrued depends on various factors.

Rules

After a Jjob Change the character takes on the new HP, MP, ACC & EVA scores, and proficiencies for the new class. Their skill points do not change.

They gain the Epic & Innate ability of their new class & any Job abilities are changed to abilities of the new job (though Shared abilities are not changed).

Job Abilities & spells are the same each time a character changes into a class, and these should be recorded on the character sheet. The first time a character changes into a job they choose any new abilites & spells they have acquired since a previous level.

Max HP & MP (if applicable) are recalculated using their new scores (including being affected by Adjustment Points), but current HP & MP do not increase or decrease (so changing from a job with no MP score to one with an MP score leaves the character with 0 current MP).

After a Job Change if the character is now wearing armour or a shield that they are no longer proficient with they lose all benefits of it (ARM, M. ARM & any special abilities) & they take the normal penalties for wielding weapons they are no longer proficient with.

Player Choices

At first level a character is made as normal. Their job at level 1 is their Primary Job.

As well as their Primary Job the player chooses an additional Secondary Job at levels 6, 12, 18, 24 & 30. These Primary & Secondary Job choices are made even if the character is created above level 1, & once made these decisions cannot be changed.

Adjustment Points

Every Adjustment Point that the character accrues causes them to suffer a -1 penalty to their ACC & EVA scores & to all skills (to a minimum of 0 in all cases).

The job's HP/level & MP/level (if applicable) bonuses are reduced by 1 for every Adjustment Point (to a minimum of +1 each).

Adjustment points can be removed by:
Spending XP on a one for one basis.
A successful Travel or Full Rest removes 1 Adjustment Point.
Every time a character earns Destiny (the Destiny is not expended by this) they remove 3 Adjustment Points.
Using an ability affected by the Transformer ability (see below) removes 1 Adjustment Point.
At the end of a session they remove 1 Adjustment Point.

Adjustment Point Amounts

Changing from one job to another within the same Job Pool accrues 1 Adjustment Point. Most jobs are in multiple pools.

Changing between Job Pools accrues 2 Adjustment Points.

Changing between jobs during combat or under other equally stressful situations accrues 1 additional Adjustment Point.

Changing between Opposed Job Pools accrues 1 additional Adjustment Point.

Changing back into a Job the character has already been in & Job Changed out of this session accrues 2 additional Adjustment Points.

The Player never accrues any Adjustment Points when Job Changing into their Primary Job.

Job Changing into a Secondary Job accrues one less Adjustment Point than usual (minimum of 0).

Adjustment Points stack, so repeated Job Changing in a short space of time will accrue quite severe penalties & take a long time to remove them.

Job Pools & Opposed Jobs

Brains Opposes Brawn
Engineer, Time Mage, Thief.

Brawn Opposes Brain
Dragoon, Fighter, Monk, Ranger, Samurai.

Charismatic (Opposes Brawn)
Entertainer, Gambler, Red Mage

Prismatic
Blue Mage, Black Mage, Red Mage, White Mage

Darkness (opposes Light)
Black Mage, Dark Knight, Ninja.

Gish
Dark Knight, Paladin, Red Mage

Light (opposes Darkness)
Paladin, White Mage

Monstrous
Blue Mage, Dragoon.

Steady (opposes Swift)
Geomancer, Ranger, Samurai.

Swift (oppoes Steady)
Monk, Ninja, Thief

Unique Power
Blue Mage, Entertain, Gambler, Geomancer.

New Shared Abilities

Transformer
You are adept at easing the fatigue caused by Job Changing.

1/session when you use any ability or spell that restores Hit Points to a target (including yourself) you may also remove a single Adjustment Point that they have accrued.

Versatile
You have an innate skill for diversity.

Select one of your Secondary Jobs when you take this ability (you must have at least one in order to take this ability). From now on this job is considered to be a second Primary Job for you, meaning you may job change into it without cost.

Kobold-Bard
2011-09-23, 09:42 AM
Swordchucks

http://fc00.deviantart.net/fs4/i/2004/185/b/d/Sword_Chucks_6_0.jpg

Swordchucks were designed by an ancient warrior whose name was lost to history; he is now known simply as Fighter. Originally thought to be an idiot, his dedication to the ideal that is killing stuff that threatened him & his allies allowed him to distil the essence of combat into this miraculous weapon.

Swordchucks require the Swordchuck Mastery shared ability to wield safely. Anyone who attempts to use them in combat without this ability is cut to pieces and dies a bloody (if somewhat hilarious) death, no exceptions.

Swordchucks cost 1.5 times as much as a normal weapon of their tier & do double the base damage (since they have 2 blades) for a weapon of their tier, though they only recieve 1 set of enchantments as they are still a single weapon.

Swordchucks have the Foolproof ability. 1/session the user may choose to treat a fumble as a roll of 2, not an automatic miss. This is because to use them without dying you need to be such an expert that the occassional fumble is to be expected.

Swordchuck Mastery
You are proficient with Swordchucks & may use them without dying.

Mono Vertigo
2011-09-23, 12:05 PM
I guess they're STR-based like most weapons, right?

Kobold-Bard
2011-09-23, 12:16 PM
I guess they're STR-based like most weapons, right?

Yeah. Unless they say otherwise (eg. arcane & stealth), weapons are assumed to use Str.

andhaira
2011-10-21, 12:18 PM
Could someone make a Holy Swordsman, based on Agrias, Delita and Orlandu from FF:Tactics? (yes technically Agrias and Delita were Holy Knights, but the Holy Swordsman, which Orlandu was, have more abilities)

Dust, can you talk a bit about the new version of the game you are working on? Is there any possibility that you could include a Holy Swordsman (or Holy Knight) job in it, along with a Dark Knight (Gafgarrion) job?

wiimanclassic
2011-10-25, 09:32 PM
FFD6 Deck of Many Things(OH GOD WHY)

1.Defeat the next monster you meet alone to gain one level.
2.You will be imprisoned. Ether by mundane or magical means.
3.-1 penalty on all rolls to resist status effects or other negative effects.
4.Avoid any situation you choose . . . once.
5.Lose 1d6 experience points and you must draw again.
6.Gain your choice of twenty-five pieces of jewelry or fifty gems.
7.Lose 1d6 Intelligence. You may draw again.
8.Gain 1d6 XP or two more draws from the deck.
9.Gain a tier 5 weapon.
10.One of your friends turns against you.
11.Immediately lose all wealth and real property.
12.Defeat a Varuna,2 if above level 20, alone or be forever destroyed.
13.Immediately gain a +2 bonus to one ability score.
14. All magic items you possess disappear permanently. This means items with clearly magical effects, such as spell effect, enhancer, status related abilities, element related abilities, drain, and monster killer abilities. Legendary items immune to this effect.
15.Gain a +6 bonus on Negotiation checks plus a small keep.
16.Know the answer to your next dilemma.

To determine what card is drawn roll 3d6. 3 is 1, 4 is 2, 5 is 3, so on and so forth.

Meh, anyone got ideas for different effects or how to make these work better for FFD6?

Kobold-Bard
2011-11-01, 06:44 PM
Summoner (Dissidia Variant)


http://i622.photobucket.com/albums/tt310/Kobold-Bard/Yuna-EXMode-2.png
"Hear my call, and come forth!"

Espers may be called by anybody who successfully makes a pact with them. Certain White Mages are known to have a deeper connection with them, allowing them to call them forth more easily. However to these callers the power of the Espers a secondary defence behind their other skills, often being utilised only as a last resort when all else has failed.

Not so with Summoners. The Espers are the source of all their strength, they make pacts with many Espers and learn to develop these pacts to call forth lesser versions of the Espers known as Aeons, as well as gain other thematic abilities from their chosen Summon Creatures.

HP/Level: +3
MP/Level: +2
Weapons: Arcane
Armour: Light
ACC: 0 + Str or Spr
EVA: 6 + Dex

Epic Ability: High Summoner Instant, Self
The Summoner's eyes glow as they are flooded with energy from the Realm of Summons, their movements leaving behind a trail of sparks.

By spending three points of Destiny the Summoner can call an Esper they possess, but rather than the Esper taking their place in the battle, both remain in the fray. The Esper acts on the Summoner's turn after the Summoner acts, but is otherwise treated as a normal Esper summoning. If the Summoner is afflicted with the K.O. status the Esper is instantly dismissed.

High Summoner is not affected by any abilities that reduce the cost of summoning Espers, since this is a distinct ability. Likewise because it is a distinct ability High Summoner may not be used in conjunction with Party Espers.

Innate Ability: Summon Magic Varies, Varies
The Summoner's power is their bonds with various Espers. At first level they choose a Rank 1 Esper, as if they had selected the Eidolon Shared ability. They receive the Esper's Devotion and may Summon it at the cost of 3 points of Destiny, as normal.

At 3rd level, and every third level after that (6th, 9th, etc.) they gain the services of a new Esper in the same manner, for a total of 11 at level 30. The maximum Rank of Espers available for the Summoner to choose from is shown on the table below (though they may choose a lower Rank Esper if they wish):

{table]Level|Rank
1+|1
6+|2
12+|3
18+|4
24+|5[/table]

In addition to the traditional method of summoning, the Summoner receives several benefits depending on which Espers they have chosen, and may invoke a lesser version of one of their chosen Summons, known as an Aeon. The Summoner remains as part of the battle & conjures a circular seal in midair with the form of the chosen Esper partially visible on one side (as shown in the picture, and also here (http://www.youtube.com/watch?v=nCUHu5802kU)). The Aeon utilises one of it's listed abilities (chosen by the Summoner each time it is used) & then fades out of existence. Conjuring Aeons does not require MP, may be done at will and affect targets at short range unless otherwise specified.

Abilities granted by Espers:
- Aeon abilities that are attacks are treated as being dealt by a weapon of the same Tier that the Summoner is wielding, using the Summoner's SPR score to determine ACC and weapon damage (they are not Arcane weapons and so do not 1/2 damage as they would when using SPR instead of STR). They have none of the Summoner's weapon abilities, are affected by ARM & M. ARM, and may not be used to utilise Limit Breaks, though they can be critical hits.

- Spells granted cost MP as normal.
- Pact Gift abilities are constantly active unless suppressed somehow.

Rank 1 Espers

Bismark
Pact Gift: Summoners who are bonded with Bismarck may breathe underwater as easily as they do above it & receive a +2 bonus to resist Elemental (Water) spells.
Granted Powers: The Summoner may cast the Water spell as a Black Mage would.
1/session as an Instant Action, the Summoner may benefit from the Water Ward weapon ability for 1 round.
Aeon, Standard Action: Bismarck slams into an enemy causing ARM damage.
Aeon, Slow Action: Bismarck aims his blowhole at the target and unleashes a powerful spray at them, dealing 1/2 the ARM damage of it's normal attack & affecting the target with a Knockback effect.

Carbuncle
Pact Gift: Summoners who are bonded with Carbuncle may speak with animals & monsters, and may choose to emit light as a Glowstone would (except red/pink instead of blue & not affected by magical areas).
Granted Powers: The Summoner may cast the Faith spell as a White Mage would.
1/session as an Instant Action, the Summoner may benefit from the Reflect status for 1 round.
Aeon, Standard Action: Carbuncle fires a beam of ruby light, causing ARM damage.
Aeon, Slow Action: Carbuncle's beam strikes an enemy, suppressing their Reflect status or Regeneration for 1 round.

Chocobo
Pact Gift: Summoners who choose Chocobo are fleet of foot, and may move a Medium Range as an Instant Action, rather than a Short Range.
Granted Powers: The Summoner may cast the Choco Ball spell, as a Blue Mage of their level.
1/session as a standard action the Summoner may conjure a flurry of yellow feathers to distract foes. The Summoner automatically succeeds on an immediate Escape check, and all allies receive a +2 bonus to their own Escape check that round.
Aeon, Standard Action: Chocobo pecks an opponent, causing ARM damage.
Aeon, Slow Action: Chocobo raises it's wings in defence of the Summoner, increasing their ARM & M. ARM each by half their level until the start of their next turn.

Salamander
Pact Gift: Summoners bonded with Salamander are immune to mundane fire & receive a +2 bonus to resist Elemental (Fire) spells.
Granted Powers: The Summoner may cast the Fire Spell as a Black Mage of their level.
1/session the Summoner may grant themselves the Absorb (Fire) status as an Instant action, which lasts until their next turn.
Aeon, Standard Action: Salamander appears and spits a stream of flame, causing M. ARM damage.
Aeon, Slow Action: Salamander creates a spiral of flame, causing half M. ARM amage of it's normal attack, but affecting all enemies within Short Range.

Siren
Pact Gift: Siren allows the Summoner to sing and seduce; the Summoner receives a +2 bonus on Negotiation checks and skill checks involving singing.
Granted Powers: The Summoner may cast the Sleep spell as a Black Mage of their level.
1/session the Summoner may inflict the Seal status on an enemy for 2 rounds.
Aeon, Standard Action: Siren sings an ear-piercing note, inflicting ARM damage.
Aeon, Slow Action: Siren's song resonates in the target's mind. It deals half damage but distracts the target, causing a -1 penalty to their ACC for 1 round.

Sylph:
Pact Gift: Slyph grants it's Summoner the spirit of the breeze, granting them a +2 bonus to resist Elemental (Wind) & Elemental (Earth) spells.
Granted Powers: The Summoner may cast Dia as a White Mage of their level would.
1/session the Summoner may create the illusion of their being many copies of them, making the real one hard to hit. The Summoner's EVA score is doubled for 1 round.
Aeon, Standard Action: Sylph throws a marble of holy light, inflicting ARM damage.
Aeon, Slow Action: Many Slyph throw their spheres, dealing half damage & Blinding the target for 1 round.

Valefor
Pact Gift: The Summoner is one with the sky, and my Hover as a Moogle would. Those Summoners that can already Hover may do so whilst in combat.
Granted Powers: The Summoner may cast Aero as a Black Mage of their level would.
1/session the Summoner may cast one of the following spells as a Black Mage of their level would: Blizzard, Fire, Thunder Water.
Aeon, Standard Action: Valefor slashes an enemy with it's beak, dealing ARM damage.
Aeon, Slow Action: Valefor looses a blast of air with it's wings, dealing half damage to all enemies within a short range.

Rank 2 Espers

Catoblepas
Pact Gift:
Granted Powers:
1/session
Aeon, Standard Action:
Aeon, Slow Action:

Ifrit
Pact Gift:
Granted Powers:
1/session
Aeon, Standard Action:
Aeon, Slow Action:

Leviathan
Pact Gift:
Granted Powers:
1/session
Aeon, Standard Action:
Aeon, Slow Action:

Pandemonium
Pact Gift:
Granted Powers:
1/session
Aeon, Standard Action:
Aeon, Slow Action:

Ramuh
Pact Gift:
Granted Powers:
1/session
Aeon, Standard Action:
Aeon, Slow Action:

Shiva
Pact Gift: Summoners bound to Shiva receive a +2 bonus to resist Elemental (Ice) spells, and are acclimatised to ice or snow; meaning they aren't treated as difficult terrain for the Summoner.
Granted Powers: May cast the Blizzard & Elemental Spikes (Ice) spells, as a Black Mage would.
1/session as an instant action the Summoner may throw up a shield of ice and negate a single Medium or Long range weapon attack against them, as the Wall spell would.
Aeon, Standard Action: Unleashing a ray of cold energy, the Summoner numbs their target's limbs. A single target must now take a Standard action to move instead of an Instant action. This lasts for 2 rounds, and is Resistable (Resist 13).
Aeon, Slow Action: The Summoner rapidly chills the air around them, causing all heat to vanish. For a number of rounds equal to your Spr Rating, enemies that take a Short Ranged action against you suffer ice damage equal to your Spr score, ignoring M.ARM, Shell or Unusual Defence.

Titan
Pact Gift:
Granted Powers:
1/session
Aeon, Standard Action:
Aeon, Slow Action:

Rank 3
Pact Gift:
Granted Powers:
1/session
Aeon, Standard Action:
Aeon, Slow Action:

Note: The Summoner may choose to take the Eidolon Shared ability as normal if they wish to have more Espers; these are affected by the Summoner's Job Abilities, but they do not gain access to the Summon Magic abilities listed above for these Espers, and may not conjure Aeons of them.

Job Abilities:
Skilled Summoner Passive, Self
Pre-requisite: Must be able to Summon Rank 2+ Espers.
The Summoner has an excellent grasp of their most basic Espers, and may Summon all of their Rank 1 Espers for only two points of Destiny instead of three.

Expert Summoner Passive, Self
Pre-requisite: Skilled Summoner, Must be able to Summon Rank 3+ Espers.
The Summoner is an artist when it comes to Summoning, and may Summon all of their Rank 2 Esper for only two points of Destiny instead of three.

Master Summoner Passive, Self
Pre-requisite: Expert Summoner, Must be able to Summon Rank 4+ Espers.
The Summoner is unparalleled in their Summoning abilities, and may Summon all of their Rank 3 Esper for only two points of Destiny instead of three.

Favoured Eidolon Passive, Self
There is an Esper amongst the Summoner's collective that they have a truly special bond with. 1/SPR Rating each session, the Summoner may use the Slow Action ability of this Esper's Aeon as a Standard Action instead.

This ability may be taken multiple times, applying to a different Esper each time.

Spirit Guardian Instant, Self
1/session the Espers may share their Impervious nature with their Summoner. Any negative status effects (except K.O) are purged from the Summoner and they are immune to negative statuses (excluding K.O. but including Instant Death effects) for 1 round/VIT Rating.



Legendary Accessory: Madain Ring
Summoner Only +6 Spr, +4 Vit. The Summoner may simultaneously call two Aeons at once.They may only use two standard action abilities at once, or an instant action ability with a standard or slow action ability.

-----------
I've never played Dissidia, but Yuna's mechanics in it are what I always want from a Summoner; unique abilities based on their summon creatures, rather than just a Mage who can also summon.

Obviously still a work in progress (need to do the rest of the Summons & more Job Abilities), but what do you think?

steelsmiter
2011-11-29, 06:11 PM
This work came about because I mentioned that one way to solve the problem of being in a DND rut with the 30 level system. Rather than doing away with EXP as was suggested I did away with levels. Only use this system if:

1) You don't like the 30 level system
2) You liked spheregrids and think they were way better in FFXIII
3) You don't mind math
4) You don't mind being a guinea pig for me

Steelsmiter’s Level-less AP System

I mentioned in response to a musing about doing away with the standard experience system on FFd6 how instead of that I’d do away with levels, keeping experience, and converting to a sort of “Sphere Grid” system. Unlike Sphere Grids I’d want to make the ability acquisition much easier, no longer requiring abilities to be purchased in line.

This requires some modification to the base system to get some sort of understanding how the AP conversion is done. Rather than having the basic 5 EXP= 1 level I’d change it up a bit to 5 EXP x Current Level= EXP till Level up, thus its 5 EXP to second level, 10 from second to third and so on. With that rationale one can alter monster awards to “1 EXP per old level of the monster” for normal, 2 for notorious, 3 for boss and 4 per end boss. Under the “Level-less” system convert these EXP to Ability Points or AP that are used to buy character abilities.

The first level of HP and if appropriate, MP are free as well as two abilities from either the Job Ability or Shared Ability List. Innate and Epic abilities are also free, but if you purchased any abilities requiring Innate or Epic Abilities those Job Abilities are unusable (such as many black mage abilities requiring Black Magic). Skill point starting values are also free.

Until this work becomes sufficiently playtested the breakdown of ability costs are as follows:
AP Cost|Ability
AP=n|HP appropriate to level n for the class. Each level must be purchased separately thus “third level HP” costs (2+3) x 2 AP since first level is free.
AP=n|MP appropriate to level n for the class. Each level must be purchased separately thus “third level MP” costs (2+3) x 2 AP since first level is free
Current x 2|Skill increase by 1
Current|Attribute increase by 1
(n-2) x 10|Job Abilities and shared abilities (other than the first two, so 10 for the third job ability 20 for the 4th etc).
50 x n|Nth Limit Break

The table below shows how many AP would be available for a given level:

“Level”|AP|“Level”|AP|“Level”|AP
1|5|11|330|21|1155
2|15|12|390|22|1265
3|30|13|455|23|1380
4|50|14|525|24|1500
5|75|15|600|25|1625
6|105|16|680|26|1755
7|140|17|765|27|1890
8|180|18|855|28|2030
9|225|19|950|29|2175
10|275|20|1050|30|2325

Some useful benchmarks:
Maximizing 1 attribute costs 465 AP
Maximizing each of HP and MP costs 464 AP
Getting a skill to +10 requires 55+ a maximized attribute
Getting 9 job abilities costs 280 AP

EDIT: Sorry I don't have a neat spheregrid graphic... though that might make for an excellent checklist

BlackestOfMages
2012-02-12, 03:47 PM
Comments on the Summoner (disedia)

Epic Ability: Ouch. Very ouch. Spending three points of destiny gets me three actions per turn, whereas everyone else gets just one of the things and no doubled actions. Maybe just let them have the double actions, and no price increase to do oth, might be more in line of everyone elses

Innate Ability: Making it free makes mages irrelevant. The average abilities of a summon are both more powerful and faster than anything else of the relevant level. Making it free means there's no longer a point in having anyone else on offence since you outlevel them by such a margin. There's also the problem that some people may see the free part and then decide they can use yojimbo for free. And that's also ignoring the fact many summons have as many spells as a relevant level mage, which means you're repotoire would be stupidly huge (assuming level 15 you could eaisly net every tier 3 black/white spell), which if they're free makes it stupidly broken and so superior to black/white/red mages it takes the pee.

You also don't say what type of action it is, so it could be interpreted as free by some folk

I'd recommend adding some cost to the aeon and giving the class mage level MP (4 per levelish). Make them be unable to access their spells when summoned using the Innate ability to not be able to laugh off mages. Based of off black magic spells, I'd say

6 for tier 1
30 for tier 2
50 for tier 3
100 for tier 4
200 for tier 5

it'd give on average more power per spell, but the lack of versatility may balance it out

Job abilities:

all look OK, though I'm still worried about the above abilities

BlackestOfMages
2012-02-12, 07:14 PM
something I've been working on for a few days since I decided to DM a game of FFD6. not sure if it'll be used, but twas fun :smallbiggrin:

Materia – an in-depth system.

Materia are orbs of condensed lifestream energy that grant supernatural powers to those that hold them, leting even normal humans perform feats of an extraordinary nature, such as letting a man who has held nothing but a blade their entire life unleash a ball of fire at will, or letting a wizened old scholar wield a sword with the skill and speed of the aforementioned warrior.

Equipping Materia

Materia is equipped as part of a characters weapon and armour. A character can equip as many pieces of Materia as the tier of the item it is equipped as part of. For example, if Kyle, a fighter, has a tier 3 weapon and tier 2 armour, he can equip up to 5 pieces of Materia.

Some Materia function differently when equipped in weapons compared to armour, and vice versa

Materia Tiers and Evolution

As with equipment and spells, Materia is split into separate levels, called Tiers. The Tier of the Materia determine it's effectiveness (see mateira types below for more information). The tiers range from 1 to 5, with 1 being the weakest and 5 being the strongest

Materia grows and expands with use, gaining experience at the same rate as characters so long as it is equipped. Whenever a Piece of Materia reaches 25 EXP, it evolves to the next tier of effectiveness, with the effects changing accordingly.

Some Materia. However, are limited in what tiers they can access. This is most common for magic and summoning materia, though some others are limited as well. Some Materia will also have Tiers that are effectively empty, granting no bonuses.

Types of Materia

There are six main types of Materia available; Magic, Summoning, Ability, Support and Attribute. Every piece of Materia falls under one of these six categories. The category determines how it evolves, and whether the bonus conferred upon the player is passive or activated

Magic Materia
Effect
Magic Materia allows the character to cast the contained spell or spells, as if they had then as an innate ability. If the character had no MP, they instead count as having MP of 2/level. The tier of the Materia is equal to the tier of the highest level spell. Blue Magic of tier 2 is a tier 3 level ability, and blue magic of tier 3 is a tier 5 level ability

The Character cannot use innate magic y equiping Materia, they must have at least some magic themselves.

Evolution When going up a level, the Materia gains a new spell, so long as that spell has one or more of it's previous spells as it's prerequisites. This spell must be of the Materia's new tier. For example, a Fire Materia could gain Fira and Firaga by leveling up, but it could not go fire, then thundara, then wateraga, nor could it go Fire to Ultima in one level.
If there are no spells where the Materia meets the prerequisites for, then it will stop gaining experience.
Materia purchased at a tier do not have spells of a lower level, only one spells of the purchased tier (for example, a tier 2 fira Materia would just have fira)

Summoning Materia
Effect
Summoning Mateira allows the character to summon the contained Eidolon as though they had selected it through the Eidolon Shared Ability. The character must still pay destiny to summon it. The Tier of the Mateira is identical to the tier of the contained Eidolon to begin with, though this can improve

Eidolon's from Summoning Materia do not grant destiny

Evolution
Summon Materia that increases in level increases the effective rank of the contained Eidolon by 1. The Eidolon's multipliers on it's abilities increases by 1 as well, and it gains access to any spells of it's new tier it meets the prerequisites for.

Ability Materia
Effect
Ability Materia grants the character access to job abilities, being the condensed experience of fallen warriors absored into the life stream. Shared Job Abilities are tier 2, whereas non-shared job abilities are tier 3. A character must be able to select the job ability normally to gain any benefits from an ability materia, though they can ignore normal prerequisites. A character cannot get a mount or a vehicle through Ability Materia
Epic abilities are tier 4, and replace the characters previous one whilst equiped
and Innate abilities are Tier 5. This cannot be used to grant magic to people by an innate ability that does so, such as a black mages black magic

Evolution
Ability Materia does not evolve. It is always at it's standard tier

Attribute Materia
Effect
Attribute Materia enhances the physical abilities of the character, or grants them deeper skills or Mana pools, or enhanced speed or health. There are three types of Attribute Materia; greater, main and secondary

Greater grant a bonus equal to ½ their tier, rounding down, and have a minimum tier of 3. Greater Attributes are MP per level and HP per level, ACC and EVA
Main grant a bonus equal to their tier. Main Attributes are Strength, Dex, Vit, Int, Spr
Secondary grant a bonus equal to twice their tier. Secondary attributes are all skills

Evolution
See above

Support Materia
Effect
Each support Materia is an individual Materia, with an unique effect.

All Materia
As a slow action, the character can change any ability they know to target Group. This can be done a numer of times per battle equal to the Materia's Tier

Elemental Materia
Select one magic Materia with an element equipped in the same piece of equipment. If the piece of equipment is armour, then the character has a resistance to that element equal to the materia's tier * 20%. If equipped on a weapon, then the weapon has elemental strike for the appropriate element, and it's tier is at least the tier of the materia

Added Effect
Select one magic Materia that can inflict a status effect equipped in the same piece of equipment. If the piece of equipment is armour, then the character has a resistance to that status effect equal to the Mateira's tier * 20%. If equipped on a weapon, then the weapon has status touch for the appropriate status, and it's tier is at least the tier of the Materia

Counter
the equipper has a chance to counter any physical attack equal to materia tier * 10%. They counter with any close range physical attack they posses (counts as a use if the ability has limited uses)

Magic Counter
the equipper has a chance to counter any magic attack equal to tier * 10%. They counter with the same spell, even if they do not know it, so long as they have enough MP to cast it. This costs MP

Long Range
The equiper can use any short range ability they possess as a medium range ability as a slow action. If the materia is at least tier 2, then they can use any medium range ability as a long range ability. If the materia is tier 3, then using short range as medium range does not change the cast time, and if the materia is tier 4, then enhancing the range never changes the action time. Tier 5 makes all abilities long ranged.

Materia Price
Materia, due to it's wondrous powers, is anything but cheap.

Tier 1: 500 gill
Tier 2: 1200 gill
Tier 3: 7000 gill
Tier 4: 15000 gill
Tier 5: not for sale. Must be found/evolved.

UPDATED: fixed a little bit of wording, and moved eva/acc to greater rather than secondary because I forgot they where effectivly 1/3 the relevant attribute, not the who attribute :smallredface:

also, no longer stealing other peoples job abilities.

Kobold-Bard
2012-03-03, 08:31 AM
Comments on the Summoner (disedia)

Epic Ability: Ouch. Very ouch. Spending three points of destiny gets me three actions per turn, whereas everyone else gets just one of the things and no doubled actions. Maybe just let them have the double actions, and no price increase to do oth, might be more in line of everyone elses

Fair point. High Summoner now calls a self-sustaining Eidolon only.


Innate Ability: Making it free makes mages irrelevant. The average abilities of a summon are both more powerful and faster than anything else of the relevant level. Making it free means there's no longer a point in having anyone else on offence since you outlevel them by such a margin.

It's true Eidolons have many abilities, but using the Eidolon's abilities still requires 3 points of Destiny, something that's not found just lying on the ground. Their day-to-day abilities are the ones mentioned in the Abilities granted by Eidolons spoiler, which are much less potent & varied.


There's also the problem that some people may see the free part and then decide they can use yojimbo for free. And that's also ignoring the fact many summons have as many spells as a relevant level mage, which means you're repotoire would be stupidly huge (assuming level 15 you could eaisly net every tier 3 black/white spell), which if they're free makes it stupidly broken and so superior to black/white/red mages it takes the pee.

Again, they're not free it costs Destiny to summon Eidolons.

And I specifically level-capped what Tier Eidolons a Summoner can choose, Yojimbo can't be picked until Level 24.


You also don't say what type of action it is, so it could be interpreted as free by some folk

Summoning is the same action as described in the books. Calling Aeons is either an Instant, Standard or Slow action, depending on the ability used (and spells are used as a Mage, so are Slow actions).


...

Job abilities:

all look OK, though I'm still worried about the above abilities

Cool.

BlackestOfMages
2012-03-03, 03:56 PM
Oh, I saw the spoiler, but then one of the summon's listed abilities is so very, very vauge that it can just as eaisly (and in fact, makes more sense since it would be canon rules versus homebrew) that without specifying it would refer to the summon's own listed abilities. you make no distinction, and as such it implies these new abilities are extra bonuses to the existing eidolon. :smalltongue: vaugeness is not your friend. please specify that by listed abilities you mean listed in the box below not just one of the eidolon's listed abilities (whih are in the rulebook, and all my points do apply to).

also, Yojimbo's a tier 3 eidolon, not a tier 5. your summoner could get it from level 12+

Though, second question now: what defines a pact gift/granted powers and how often can they be used. are they always active? you don't explain anywhere, other than to give them a name.

Nihilarian
2012-03-03, 07:05 PM
If the Summoner were to be a part of a party eidolon, and then use High Summoner to summon the eidolon, what will happen? Will it happen as normal, and the entire party is out of the fight, will the summoner remain, or will everyone in the party still have a chance to fight?

I personally think you should have half of them deal ARM damage and half deal M.ARM damage. Carbuncle, Siren and/or Sylph could easily be M.ARM. I suppose you probably made most of them physical because you get magic to attack M.ARM, but as a magey type of character, it makes perfect sense to me to favor attacking M.ARM.

The summoner doesn't care about weapon abilities. Is there a way that you can get a weapon without any abilities for cheaper, like armor gives rules for?

Yojimbo is indeed a rank 3 eidolon and available at 12+

Not that I agree with the rest; to me it's pretty clear RAI that you're talking about the abilities granted in your post not the eidolons regular abilities.

Kobold-Bard
2012-03-10, 06:15 AM
Oh, I saw the spoiler, but then one of the summon's listed abilities is so very, very vauge that it can just as eaisly (and in fact, makes more sense since it would be canon rules versus homebrew) that without specifying it would refer to the summon's own listed abilities. you make no distinction, and as such it implies these new abilities are extra bonuses to the existing eidolon. :smalltongue: vaugeness is not your friend. please specify that by listed abilities you mean listed in the box below not just one of the eidolon's listed abilities (whih are in the rulebook, and all my points do apply to).

Fair enough.


also, Yojimbo's a tier 3 eidolon, not a tier 5. your summoner could get it from level 12+

So he is. D'oh.


Though, second question now: what defines a pact gift/granted powers and how often can they be used. are they always active? you don't explain anywhere, other than to give them a name.

Pact Gift is always active, granted powers can be used as often as they are allowed (for Rank 1 Summons the spell may be used as often as they like as long as they have enough MP to cast it, and the other ability is 1/session). I'll clarify, but I was just trying to keep the walls of text as low as possible, figuring people would understand.


If the Summoner were to be a part of a party eidolon, and then use High Summoner to summon the eidolon, what will happen? Will it happen as normal, and the entire party is out of the fight, will the summoner remain, or will everyone in the party still have a chance to fight?

High Summoner is a distinct ability to other forms of Summoning, it's not a passive ability that is added to the Summoner's calling of Espers. Therefore it cannot be used in conjunction with Party Espers.

The summoner doesn't care about weapon abilities. Is there a way that you can get a weapon without any abilities for cheaper, like armor gives rules for?

...

There aren't rules for it, but how do these look -
Tier 2: 400gp
Tier 3: 800gp
Tier 4: 2400gp
Tier 5: 5000gp
Tier 6: 10,000gp
Tier 7: 20,000gp


I personally think you should have half of them deal ARM damage and half deal M.ARM damage. Carbuncle, Siren and/or Sylph could easily be M.ARM. I suppose you probably made most of them physical because you get magic to attack M.ARM, but as a magey type of character, it makes perfect sense to me to favor attacking M.ARM.

That is why. The Tier 1 Eidolons all had to have attacks as their Standard/Slow action abilities (higher Tier ones won't necessarily) so that whichever one the Summoner picked at Level 1, they always had an attack option, which every character needs. I might change a couple to M.ARM.


Not that I agree with the rest; to me it's pretty clear RAI that you're talking about the abilities granted in your post not the eidolons regular abilities.

I thought so too, and wanted to avoid redundant text where possible, but if people ARE having issues with it, then I guess that proves I was wrong.

Dust
2012-03-16, 11:57 PM
There's quite a bit in this thread that I've blatantly stole. If anyone would prefer that I don't do this, please let me know! But right now I'm just going to note that this thread is full of great ideas and I'd like this to be my blanket request to use and/or modify some of them. I'd say I'd put you in the credits, but honestly, just about all of you are already in there for picking out errors and telling me what you think needs to be fixed. :smallbiggrin:

So, y'know. Just the heads up. Stealin'.

BlackestOfMages
2012-03-18, 04:57 PM
There's quite a bit in this thread that I've blatantly stole. If anyone would prefer that I don't do this, please let me know! But right now I'm just going to note that this thread is full of great ideas and I'd like this to be my blanket request to use and/or modify some of them. I'd say I'd put you in the credits, but honestly, just about all of you are already in there for picking out errors and telling me what you think needs to be fixed. :smallbiggrin:

So, y'know. Just the heads up. Stealin'.

feel free to steal anything of mine (though my stuff is probably in the don't steal it's aweful pile :smalltongue:). Always happy to help :smallbiggrin:

Temotei
2012-03-19, 09:29 PM
There's quite a bit in this thread that I've blatantly stole. If anyone would prefer that I don't do this, please let me know! But right now I'm just going to note that this thread is full of great ideas and I'd like this to be my blanket request to use and/or modify some of them. I'd say I'd put you in the credits, but honestly, just about all of you are already in there for picking out errors and telling me what you think needs to be fixed. :smallbiggrin:

So, y'know. Just the heads up. Stealin'.

I'm definitely cool with it.

steelsmiter
2012-03-24, 04:58 PM
There's quite a bit in this thread that I've blatantly stole [...] I'd like this to be my blanket request to use and/or modify some of them.

Is there a way I can convince you to use my concurrences?

Also I'm not sure if I've posted my Brawler class would you like to see it if I haven't?

Dust
2012-03-25, 06:47 PM
We ended up trying the concurrences one night exactly as they were written, and the consensus among the group was that they raised more questions and complications than they solved. While it certainly works as an optional homebrewed rule, the question "What's the POINT?" was tossed around a few too many times while we were pondering how the Concurrance was impacted by weapon properties or job abilities, and the value of shelling out a significant amount of Destiny for one big hit that was ultimately a round's worth of damage.

Granted, this was only with one group of players.

I think I had someone email me the Brawler class you had made - from an rpol modern-earth paramilitarity game, yes? - and tried to pass it off as their own. I don't remember the exact details of the class, however - the downside to doing a canon system, though, no matter HOW perfect the Brawler could be, I still could only take bits and pieces and add it to improbable weapons and Monk instead of adding a brand new base class as part of the book.

steelsmiter
2012-03-26, 12:52 AM
yeah I run that type of game on rpol.net, it's called Final Fantasy-Earth

Arete
2012-04-12, 02:17 PM
Thought I'd post some of my "fixes" for the divide between physical fighter Job abilities and mages. First an alternate Arcane weapon that's actually useful for mages.

Arcane weapon category: Rather than No MP cost, Arcane weapons now get the Imbued property. Once per combat, the user may reroll a check for a spell, taking the result they prefer. Furthermore, any spell cast with this property costs half MP, rounded down.

And now the job abilties:

Dark Knight
Last Resort: Damage increased by two steps, increasing by two each time taken.

Night Sword: May be activated more than once per combat for 1 Destiny per activation past the first.

Dragoon
Impale: Reach weapons also deal an additional two damage steps.

Threaten: Does not require a Critical Hit, instead can be performed as a Standard action.

Fighter
Paradigm Shift: May change between stances once per round as an Instant action, even if it's not your turn.
Commando: +2 ACC bonus, and once per combat declare a single attack from you or your ally to hit, even if it would have missed.
Ravager: Deal two additional damage steps with any attack. Extra damage is magical, but ignores M.ARM and Shell.
Synergist: +1 ACC bonus to the party's Team Attacks. Team attacks involving the Fighter no longer require matching pairs.

Trauma: Increase damage by two steps. Increases by two steps with each time taken.

Mad Rush: This is now an Instant action, and may be used once per combat.

Paladin
Sentinel: Redirected attacks deal normal damage, not 200%. The Paladin is treated as Defending against this redirected attack.

Shield of Light: Lasts for the rest of the combat, or until attacked and the Paladin chooses to retaliate.

Last Stand: Damage with weapons increases two steps.

Samurai
Two-Handed Grip: Also increases damage by one step, two steps if wielding a katana. This bonus does not add to Draw Out's damage.

Flawless Form: Grants a bonus to AVD equal to half level.

steelsmiter
2012-04-12, 09:25 PM
I don't remember the exact details of the class, however - the downside to doing a canon system, though, no matter HOW perfect the Brawler could be, I still could only take bits and pieces and add it to improbable weapons and Monk instead of adding a brand new base class as part of the book.

regardless of his actual class I based the idea on Snow.

Chronos Flame
2012-04-16, 09:41 PM
Are the homebrews on here for the "new" or "old" FFD6? I think I have old and new straight. the thread to download the book now seems to give a different book now than it did a year ago...

Nihilarian
2012-04-16, 10:50 PM
The homebrews here are all based on the old system, and will need some modification in order to work in the new system. Except post 215, which I'm pretty sure is for the new system.

Chronos Flame
2012-04-16, 10:54 PM
Please tell me if I should create a new thread for this or if its already been answered somewhere, but which system works better? or rather, what are the major differences?

steelsmiter
2012-04-17, 02:25 AM
please create a new thread for this query because we all have our varied opinions on the merits of each system or what we consider merits versus what we do not and these thoughts do not need to be aired out further in either the Homebrew or the Rules threads.

steelsmiter
2012-04-25, 01:30 PM
Alright I realized that I should have made Mystic Knights capable of choosing either white or black and that was the original intention, As a result the Mystic Knight in post 141(?) has been changed.

Beta Ray Thor
2013-02-02, 04:53 AM
Pardon the necrobump, but I thought I'd share my concept for a Mime class. This is for the new version.

Mime

HP Bonus: 16
MP Bonus: 4
ACC Bonus: 1
AVD Bonus: 4
Skill Points: 22

Weapons: Any weapon type being used by a party member.
Armor: Any armor types being worn by a party member.
Magic School: Can cast any spell that any party member knows.

Innate Ability:

Mimic - The Mime can repeat the most recent action taken by a party member with no associated HP/MP cost. Limit Abilities and Breaks can not be copied using this ability.

Job Abilities:

Copy - The Mime chooses one Job or Shared ability known by a party member to replace Copy. The Mime can change which ability he's copying anytime he likes so long as he is outside of combat. This ability can be taken as many times as the Mime likes, increasing the amount of abilities he can copy at once.

Limit Abilities:

Master Mime: The Mime can now copy any Limit Ability known by a party member. Can be changed for another Limit Ability at any point outside of combat.

Seeing Double: At the cost of one point of Destiny the Mime can perfectly mimic a party member, effectively becoming a clone of them ability/stat-wise. This effect lasts until the end of combat.

Freelancer: The Mime can replace his stats with the highest stats of his party members. He can take each stat from a different party member as well as take one or more from the same party member. This ability costs three points of Destiny to activate, lasts until the end of a session, and can be carried over to next session by spending one destiny point.

Easy to break, but that's always been the point of the Mime class.

steelsmiter
2013-02-07, 01:13 PM
Vehicles have been edited again, here are the changes
Special Vehicles in Final Fantasy Earth start at 10 points and progress as items are added to them.
I’ve never really been happy with Vehicle HP, Arm, and M. Arm so I’ll make the following changes:

HP: Base Vehicle HP=Character Level x Number of points the Special Vehicle (this score is equal to Vitality) is worth. Indestructible doubles HP. The Fortress Modifier multiplies by 5 (if the two modifiers exist concurrently, total multiplier is x7)
MP: Vehicle must have Magic Touch or Power Source. MP is calculated the same as HP (but is not affected by Indestructible).

Arm and M. Arm= Characters have 1/2 (Vehicle Point Value) x (the higher of Vehicles, Systems, or Synthesis (Machines)) to distribute between ARM and M.ARM. Monster Vehicles use 1/3 level+1 in place of Synthesis. Once allocated it takes a number of days equal to the vehicle’s point value to change the values. Indestructible doubles points to allocate.

EVA: Point Value/3 + skill + 1 per level of movement (Movement counts as Dex Rating for Monster Vehicles) minus the cost of any size trait.
ACC: 1 + Vehicles Skill. Assumes the higher of DEX and INT for Monster Vehicles

Weapon Damage: Vehicle Points/3 (rounded down) is the Weapon System Tier. If the vehicle also has magic touch, Spells may be fired from its armaments using the vehicle’s MP. If the vehicle is also Indestructible, weapon damage is doubled.

Speed: Humans and animals typically travel in shifts of 8 hours. Speeds given for vehicles powered thusly are per 8 hour day. Single pilot vehicles typically travel in 8 hour shifts unless they have an Auto Pilot function. Each level of movement gives the following:

60 miles per day for primitive wheeled vehicles.
400 miles per day for modern wheeled vehicles or power suits (50 mph assuming 8 hour days).
3 miles per hour for sailing ships (large enough for 24 hour days)
6 miles per hour for steamships (large enough for 24 hour days)
50 miles per hour for primitive airships (large enough for 24 hour days)
250 miles per hour for advanced airships (large enough for 24 hour days)
The constant c for interstellar airships (186,000 miles per second, give or take 500 mph)

Some of these values are changed from the source but remember these are per level of movement.
Also, due to a discussion involving Megalith Throw in reference to contacting a certain Orbital laser that transforms into the boss creature Ultima Weapon, it should be noted that 78 levels of Movement are required for an airship to reach the nearly 20,000 mph required for escape velocity… The following changes can be implemented for certain types of games

Space Travel (6) for vehicles with this modifier, increments of movement multiply by themselves for to calculate final speeds (for example an advanced airship with Space Travel, and an additional level of movement goes 250 (base for an airship) x 250 (+1 level of movement) =62,500 mph, while an early spaceship with tons of enchantments that has Space Travel and 2 levels of movement goes 50 x 50 x 50=125,000 MPH). It can also be assumed that Space Vehicles are airtight.

Interstellar (10): base movement is the lightspeed, each level of movement “warpspeed” is generally given in parsecs, therefore 3 levels of movement is “Warp 1”

Multi-Pilot (5): I like the name “Fortress” better, so multi-pilot vehicles are now called Sky Fortresses… vehicles that are really hideouts are simply Fortresses.

Vehicle Price
1-10= Vehicle Points x 100
11-20= Vehicle Points x 1,000
21+=Vehicle Points x 10,000

Adding Properties: The difficulty to add properties is to vehicle is the total value the vehicle will be after the properties are added

Darksol
2013-02-27, 11:03 PM
Another necrobump (and my first post). This is a new vehicle modifier.

Transform: Wearable (4)
Requires: Magic Touch or Unique (and you need to be using Steelsmiter's vehicle stat rules, the ones posted just above this)
The vehicle is capable of compressing and altering its structure into a proper form to be worn as armor by its owner. If using Steelsmiter's vehicle stat rules, the vehicle gives the player it's ARM/M.ARM values; otherwise, the vehicle simply acts as indestructible armor, in the case that the character's armor would be destroyed the vehicle is treated as being damaged and must be repaired but the armor is unaffected. If the vehicle has the indestructible ability then it cannot be damaged in this way and, thus, grants the character's armor the indestructible property, BUT, it does not grant the doubled armor values while in the wearable form.

This rule assumes, of course, that the vehicle is not a suit type vehicle to begin with, I'm not entirely sure how that one works out in game in the first place.


This Ability is something I came up with after seeing Steelsmiter's vehicle stat and playing this out in a game with him. It isn't overpowered as long as your players don't take indestructible early. So some discussion may be required for anyone who wants to have both of those.

I will admit that these values get a little high towards the end of the game, especially if the character gets 3 levels of vehicle, but considering that the armor will never have any abilities besides indestructible and it's easier to nullify larger values at the end of the game with more powerful enemies.

Also, Steelsmiter or myself should be posting a tweak on his vehicle stat system soon that will fix the problem.

EDIT: Problem has been fixed, especially since we seem to have switched to the new ffd6 vehicle rules (one level of vehicles and that's all you ever get)

elmerg
2013-03-09, 12:34 PM
Is it bad form to post in this thread? Every forum has different rules for it and I couldn't find anything. I've been running a game with the 30-level version, and we've come up with a couple of replacements for some Job Epic Abilities.

Warrior - Mighty Strikes
The pinnacle of a fighting capability, a veritable machine of offensive power, a Warrior is capable of focusing her power and striking the enemy with scale-rending, bone-shattering force for a time.
* The Warrior spends a minimum of 3 Destiny to activate Mighty Strikes. For a number of rounds equal to the total number of Destiny spent on the activation of Mighty Strikes, all attacks made by the Warrior deal 200% damage. Additionally, rolling a normal Critical Hit during the duration of Mighty Strikes increases the damage to 300% and acts as any other normal Critical Hit.

Dark Knight - Dark Wave
Focusing her Shadow power, the Dark Knight suffuses her weapon and body with the dark magical power and unleashes it as unholy fire across the battlefield.
* By spending 3 Destiny, the Dark Knight unleashes a blast of hellish fury across the battlefield. No attack roll is necessary, and the Dark Knight deals damage of (STR x Level)+2d6 to all enemies, ignoring ARM and M.ARM. Additionally, the enemy is inflicted with the Negative Status Effects Blind and Poison (the statuses may be resisted as per their spell descriptions).

Kobold-Bard
2013-03-09, 02:47 PM
I will update the index eventually. As new content was posted, we're officially de-necroed until we go over the limit again.

steelsmiter
2013-03-18, 01:53 PM
I will update the index eventually. As new content was posted, we're officially de-necroed until we go over the limit again.

I'm not sure whether to say thanks, or I'm sorry, but I will say that I have been given permission to post my campaign setting, which I will do once it is complete. I will however be throwing a bunch of tweaks that I'm using... For starters, Classes (featuring redone versions of some work I've posted here in the past)


Brawler Redux: Brawler

Brawlers are much like monks in that they focus on unarmed training, but unlike monks who see themselves as purists; Brawlers extol the virtues of being well rounded. Indeed Brawlers view Monks as elitists who shun every form of combat outside the fist, or a select few eastern weapons. They are more understanding of the fighter’s reliance on weapon training and armor. In a sense the brawler recognizes the sense of need for a weapon and some develop techniques for use with improvised items often found in clubs or taverns.

HP/Level: +8
MP/Level: N/A
Weapons: Brawl, Concealed
Armor: Light or Medium
Skill Points: 12
ACC: 2+ STR or DEX rating
EVA: 7+ DEX Rating

Epic Ability: Strength or Speed- Instant SelfThe varied nature of brawlers allows them to either choose Bone Crusher or Blitz as their epic ability. Once chosen this choice cannot be reversed.

Innate Ability- Brawler
Brawlers deal more damage with their fists than the average bear. A brawler’s unarmed damage increases by 1 tier for every 4 levels he has. Brawlers fighting unarmed may not benefit from weapon abilities except that they cannot be disarmed and the only way to destroy the weapon is to kill the brawler. Brawlers may apply this bonus to their attacks with Improbable Weapons as long as the improbable weapons don’t require a special skill like Vehicles. Improbable weapons used by a brawler are more durable. They’re still fragile, but they don’t break after 1 use. Instead whenever the user of Fragile equipment deals a critical hit or is dealt critical damage, suffers falling damage or is reduced to zero hit points, the Fragile equipment is instantly destroyed.


Job Abilities

Grappler- Standard Single
The Brawler is expertly skilled in all manner of locks, bars and holds that allow him to put others-even monsters-in a bind. Each round the Brawler wins a contest of STR or DEX his target has the Stop condition and may only attack the Brawler or attempt to escape each round. The brawler may deal damage with a brawl or concealed weapon to his target each round he maintains the hold without the need to roll ACC (remember his target has 0 EVA)). Allies attempting to strike the creature have a 25% chance of striking the brawler instead. Large creatures are immune to Grappler unless the Brawler also has Large and In Charge.

Large and In Charge- Passive Self
This Ability must be taken at first level unless the GM deems that the story has produced events which could cause the character to grow a yard in height. Upon taking this ability the Brawler gains the monster ability Large, standing at least 9 feet tall and weighting at least 500 lbs.

Sleeper Hold- Standard, Slow
A brawler that has grappled a foe may perform a slow action to put that foe to sleep.

Neck Snap Slow, Single
This ability functions in every way like the Dark Knight’s No Mercy job ability, though the GM may require the neck snap to only function on a target the Brawler has in a sleeper hold.

Punch Drunk- Passive Self
The Brawler is immune to the confusion and stun statuses.

Float like a Butterfly- Passive Self
The Brawler is immune to the Stop status effect and gains +2 EVA. Further instances of this job ability continue to grant +2 EVA.

Sting Like a Bee- Passive Self
Up to SPR rating times per day, the brawler may ignore EDIT: ARM for his regular unarmed attack.

The ol’ One, Two- Standard Single
The Brawler unleashes a flurry of low intensity blows that deals 200% ARM damage and causes confusion (resist 9 + Brawler’s DEX rating). This ability may be used a number of times equal to the Brawler’s DEX rating.

Roll with the Punches- Passive Self
+6 HP/level, just like Unbreakable Form. (though given the title, I'm considering changing it to +4 HP/Level and +2 EVA)

New Job: Caller

The ability to draw on the magical creatures known as Summoned Monsters is a rare one; to be able to control and sustain them in battle is rarer still. The Black Caller is a study in compromises – though their abilities are limited and cannot anchor a Summon for long, they compensate with a respectable command of Black Magic. The result is a mixture of versatility and all-out power capable of shifting the tide on any battlefield.
Like the Black Caller, the White Caller sports only limited mastery over Summon Magic, compensating for this weakness through more conventional forms of spellcasting. Where the Black Caller augments her destructive power with Black Magic, the White Caller focuses on healing and protection (use black mage or white mage for base stats), using the power of her Summons to further protect those in need.

Epic Ability: Boost – Instant, Self
By spending three destiny whenever she uses Call, the Astral Flow of her summons deal double damage for the remainder of the battle, and may critical hit to deal triple damage.

Innate Ability: Call – Standard, Varies
The caller chooses either White Mage or Black Mage. She gains the spell progression of the chosen job, but may gain a summon in place of any spell of the same rank. Her ability to maintain the hold on her summon is limited though, as it only comes into play for 1 round and uses its Astral Flow ability immediately, then departs. The summoner may benefit from the call’s devotion (which doesn’t reduce Destiny Cost in FFD6), and if wearing the accessory that my Pact Gift house rule requires, she may benefit from the Pact Gift as well.

Since the summoned creature only acts once, it should not be worth three destiny. With that in mind, Final Fantasy Earth allows an optional system kind of like FFXII’s Mist Charges.

Mist Charges
Mist Charges are energy thresholds that can substitute for Destiny in things that happened a lot more frequently in the various final fantasy games than spending destiny on them would allow. For example, at high enough levels, in FFIX, Garnet could Call three or 4 times in the same battle (though they didn’t call it that), regardless of the level of the summon (Especially with Half MP added). This system allows characters to do just that without spending 15-20 destiny (to summon Bahamut 3-4x per battle, for example), which really shouldn’t be attainable… In fact, if you can actually get that many, something’s wrong with the power level of your GM’s game.

Gaining Mist Charges
A character using this system (which isn’t restricted to Callers) starts with 1 mist charge and gains a second one at 10th level, and a third one at 20th level.

Using Mist Charges
• Call- Consumes 1 Mist Charge
• Summon- Consumes (Tier) Mist Charges
• Limit Break or Concurrence (Discussed in my house rulebook I haven't posted yet)- The initial limit break costs a number of Mist Charges equal to its rank. Players who wish to cause a concurrence may pay 1 charge per dice they add (concurrence has a maximum damage cap of 500%)
• Refill MP- This simulates the mist draining effect of casting spells in FFXII

Regaining Mist Charges
• Use Restorative Items- if they top off your MP entirely, they add a mist charge.
• Do something worth Destiny- Destiny points are still in use (Enhance a Roll, Cheat Death, Blaze/Moment of Glory, activating a job ability that has a feature with a destiny cost that the GM declares to be more powerful than a Mist Charge) so if you do something that makes the GM reward you with destiny, you also refill the same number of mist charges as the rewarded destiny (to the cap based on your level as described above)
• Level Up (GM permitting, this may restore HP and Mist Charges)


Job Abilities

Arcane Tongue – Passive, Self
A caller who takes this job ability has become fluent in conversing with beasts and summons. No matter what his actual language skill, he is automatically capable of speaking Monster Talk and Planar.

Arcane Lore – Passive, Self
A caller is the master of all that is magical and gains a +1 to the Monsters, Espers, and Relics specialties of Lore. This job ability may be taken up to 3 times.

Other Job Abilities – Varies
The Caller may learn Job Abilities of the White Mage or Black Mage as appropriate to their selected magic chosen at first level as long as the job ability chosen doesn’t require a job ability they don’t have access to.


New Job: Electrokinetic

Though an electrokinetic may be a member of any race, androids often have the power to surge their internal circuitry and create outgoing effects of various intensity. Electrokinetics often reflect on the nature of magic and ponder about scholarly theories of how they should not be possible because of all this “Lifestream” mumbo-jumbo. Engineers also think those scholars are somewhat lacking in common sense.

HP/level: +2
MP/level: +4
Weapons: Arcane, Concealed
Armor: Light
Skill Points: 14
ACC: 0 + DEX or INT rating
EVA: 6 + DEX rating

Epic Ability: Brownout – Instant, Self
When an Electrokinetic activates this ability, they begin to draw electrons toward them from all enemies in the combat. This deals Level x 5 recurring Lightning damage to all opponents each round which may be avoided with an opposed spirit roll. The Electrokinetic regains half the total damage dealt (or (Level x 5 x number of enemies)/2) each round for a number of rounds equal to the destiny spent. In a civilized area with a local power grid, the Electrokinetic may choose not to deal damage to anyone and instead target the nearest several buildings and recover Level x 10 MP per round instead.

Innate Ability: Electrokinesis – Standard, Varies
An electrokinetic is restricted from picking any spell that can’t be feasibly explained as electron transfer. Damage Dealing spells must deal Lightning or Non-Elemental damage, or simulate a gravity effect. The spell acquisition and list is as follows:

Spell Rank Levels List
1 1, 1, 2, 3, 4 Lock (Magnetic items only)
Elemental Spike (Lightning Only)
Thunder
Self Destruct (Electrical damage)
Homing Laser
Laser Eyes
Flash
Magnetite Cloud
2 5, 6, 8, 10 Aspir
Thundara
Tractor
Melt (Electrical Damage)
Electrocute
Gravity
3 12, 14, 16, 18 Thundaga
Demi
Quarter
Degenerator
Shockwave Pulsar
4 20, 22, 24, 26 Flare
Gravija
Quasar
Black Hole
Osmose
Supernova (Now has an MP cost of 200)
5 28, 30 Meltdown (always non-elemental)
Meteo
Ultima


Job Abilities

Chimera’s Blood – Self, Passive
The electrokinetic may only absorb lightning and be weak to water

Clear! – Standard, Single
The electrokinetic functions like resuscitation paddles, adding the spell Life to her repertoire. The electrokinetic can cast Life as a Standard Action a number of times per day equal to her vitality rating, though it still costs MP. Since the character must be able to cast Tier 2 spells, this ability requires 8th level. This graft is a 2 point graft. If it is grafted onto non-spellcasters, they may use it once per point of spirit rating each session.

Moar Grafts – Varies
The Electrokinetic may reconfigure her own systems to create additional grafts. Such grafts may not exceed a point value equal to a third of the Electrokinetic’s level. They may emulate other job abilities if the GM permits. Each time this “job ability” is taken, it applies to one graft. In any case, any character that the GM allows to have this ability may only have a number of grafts equal to her vitality rating, each of which must have a point value of 1/3 of her level or 8, whichever is less.

Immortal – Passive
As robots, their lifespan should be considered “robust” An android is an “adult” upon stepping off the production line/operating table, and the Immortal job ability suits such an Unaging character perfectly. The fact that they cheat death for cheaper is just a side benefit. This job ability isn’t automatic, since machines are prone to have “fatal” shorts.

Paramedical Nanoswarm – Standard, Single
The Electrokinetic has fitted her palm with a tube that shoots a cloud of her Automed Nanobots (see Grafts), allowing her to cast Life II and Regen. This ability is a 6 point graft. If implanted into the arm of a non-spellcaster, they may use each spell once per point of spirit rating each session. This obviously requires the Automed Graft.

Power to Burn – Passive
This ability only applies to Electrical Fields.

Specialization – Passive
The electrokinetic can only choose Lightning

MYSTIC KNIGHT Tweak


Job Abilities
Break Arts – Standard, Single
A Mystic Knight may learn any of the Break Arts of a Samurai, but the Mystic Knight must take this ability once for each art.

Life Break – Slow, Single
A wounded Knight can marshal his fleeting chi into power, channeling that lost life force into his weapon for a bone-rattling attack. Life Break strikes automatically, and inflicts (Knight’s Maximum HP – Knight’s Current HP) Arm damage. Prerequisites: Power Break, Element Blade, Lesser Mysticism

Element Blade – Instant, Self
Rangers have their special ammunition, whereas Mystic Knights have their spirits. A Mystic Knight can, for the cost of 5 MP imbue their blade with elemental strike properties as a ranger could (Fire, Earth, Water, Wind, Lightning, Ice) for the remainder of the battle. At any point during the battle, the Mystic Knight may choose to switch to another elemental color, at a cost of another 5 MP. This supersedes any elemental strike effects on the weapon except Shadow and Holy, where it is in addition to them.

Lesser Mysticism – Slow, Single
A Mystic Knight with this ability can cause any one of the following status effects at a cost of 10 MP for four rounds: Berserk, Blind, Confusion, Poison, Sleep, Stop, or Zombie. He must pick one for each use of the ability and is only limited in his uses of this ability by his MP.

Greater Mysticism – Slow, Single
A Mystic Knight with this ability has increased his ability to hamper his foes, now able at a cost of 25 MP to cause one of the following effects per use for four rounds: Petrify, Slow, Curse, Mini, Seal, or Charm. Prerequisite: Lesser Mysticism

I'll be doing New abilities (both Job and Shared) on my next post.

Darksol
2013-03-30, 10:44 AM
Here's a shared ability modifier I thought about a while back and fleshed out wiht Steelsmiter

Defy Gravity

When taking the shared ability Defy Gravity, the player may choose to add one of the following modifiers. This can only be done at the time of acquisition of the ability and can only be changed by a few specific circumstances.

HEAVY
This person is heavy, dense, massive, or possibly just magically inclined to greater momentum. When taking this modifier, you kinda change the whole defy gravity game, giving up most of the mobility for a more combat oriented passive. Any hero with Defy Gravity: Heavy takes the following effects...
1) They can no longer run up surfaces with Athletics rolls (or you may just make such rolls harder than they would normally be).
2) Their bonus to vertical jump distance is halved (normal distance x 5) but...
3) Their bonus to horizontal distance is increased by the momentum they can get from a running start (normal distance x 20)
4) They can no longer do things like run on water or balance on the edge of a blade
5) They still get immunity to falling damage AND, in addition, any time they fall a distance that would normally cause falling damage they create a shockwave at the point of impact, dealing damage equal to whatever they would have taken to what they land on and half of that to anything (friend or foe) within melee distance of the character (or possibly VIT Score x Athletics skill damage to everything in short range, deals double on long distance fall; discussion is appreciated). For particularly long distance falls, all enemies in the surrounding wave are also knocked back a short distance.
6) If a character has obtained the large ability, such as the brawlers "Large and in Charge," they must either take this modifier or the regular ability.

Essentially, anything that takes a lot of precision is now out, but you gain a powerful combat ability. GMs should note that, obviously, you can't just let a guy jump up and shockwave, make them work for it at least a little.

Finally the second modifier...
LIGHT
This is more of a small tweak than heavy was but still...
This character is light as a feather, they trade some security of body weight for pure mobility. Any hero with Defy Gravity: Light takes on the following properties...
1) This character gains double the normal modifier for jumping distance (x20 to both)
2) This character is more sure-footed on rolls for scaling vertical surfaces and can even run upside down at a harder difficulty
3) They can also stop in place and "cling" to a surface for a time; however this becomes increasingly difficult the longer they try to maintain the position without anything to anchor themselves. This allows Light characters to make extremely long vertical runs over several turns by clinging then starting another move action or allows a ranged character to fire with an unhindered line of sight. Note that doing things like clinging to a ceiling should definitely not be feasible for more than a turn or two even at high levels.
4) Now for some disadvantages, this character is a little unstable in adverse weather. Any strong winds should hamper their ability to make vertical traversals or cling, and have a chance of blowing a character a short distance away when not on the ground. This could also happen due to wind based abilities targeting the character. I'll let others make up some numbers on that though.
5) You may also wish to cause knock backs dealt to this character to throw them double distance. EDIT: Not double, but an extra range step short> Medium> long

Any character with this ability should be at half or lower of the standard racial weight


I've posted these as mostly the way I envisioned them, but I'd love to hear some feedback, as I'm sure some of these extra rules are a little nonsensical to some.

steelsmiter
2013-04-01, 07:11 PM
Ok, so now for my Ability Dump, including tweaks to old abilities and new ones.

Level Requirements: An ability that gives an equipment of a certain tier all day long optionally requires 3xTier levels. Limited versions have lesser requirements or are part of custom class Innate Abilities on a case by case basis.


Black Mage
Power to Burn
I've folded Elemental Stone creation into this ability and made difficulty to absorb the field equal to 10 + 1/2 Creator's Level.


Blue Mage

Tweaked Spell Tiers and Spell Accquisition: Spells now fall into the standard 5 tier system. A spell’s tier is equal to its MP cost/40. Tier 1 spells can be acquired at levels 1-5, Tier 2 at 6-11, Tier 3 at 12-18, Tier 4 at 18-24, Tier 5 at 24+.

Immortal: Cheat Death is now 3 points instead of 7 and the character no longer ages, however, they may still die by other means. The storyline of Final Fantasy Earth also grants an NPC White Mage this ability (Grand Summoner Cornelia), so the GM may allow it to be Cross Trained Prerequisite: Blue Magic, the White Magic spell Full Life, Time Magic, or at GM discretion, Black Magic.

Mutation: The Final Fantasy Earth setting features heavily in an organization called the Mist Project which has frequent dealing with manipulations of the Human Genome, thus Mutation is now a Shared Ability.

In return for making Mutation a Shared Ability, Blue Mages may now Increase the power of their Aura Magic

Destruction Incarnate – Instant, Self
A Blue Mage may now make a spell a Local effect, dealing its damage to all groups (in Final Fantasy-Earth) and swarms. This costs 50% of the blue mage's maximum HP.

Not sure if I've thrown this in yet

Reis’s Wind - Slow, Party
The Dragoon calls upon the power of the Holy Dragon Reis, enveloping her allies in a stream of life force that bestows Regen for several rounds. A dragoon may use this ability a number of times per session equal to his INT rating.

Engineer

Salvage: In New FFd6, the Scavenge skill is used to gain components. In Final Fantasy Earth an Engineer may use Awareness and a Thief may use Master Thief.

Gravigun – Slow, Single
The engineer has invented a gun that allows him to pull objects toward him with a slow action, and then take a standard action to fire the object. Improbable weapons used this way are treated as Ranged weapons with an additional damage tier, thus allowing engineers to claim official status as the master of the Rocket Propelled Tuna. Since this gun effectively allows the engineer to use the Tractor Spell, it also grants a disarmable/breakable/stealable MP/L reserve equal to INT+1 unless the engineer has a better MP/L from another source.


Gambler

Wildfire: Final Fantasy Earth uses the New FFd6 version.
Spare Change: When targeting a swarm, the player may have the option of dealing half damage and targeting others, or dealing full damage and treating the swarm as a group.


Monk

Martial Arts: This ability changes in Final Fantasy Earth. A monk’s unarmed damage is 1/3 his level multiplied by his STR or DEX score plus 2d6. He may apply one weapon ability of his choice as long as his damage steps match the tier of the ability. At 15th level, (12th if the GM allows 2 properties of 4th tier weapons) the monk may apply two properties as long as neither property’s tier exceeds his damage steps. At 21st level, the monk may apply three properties as long as no property’s tier exceeds his damage steps. At 24th level, the monk may apply any 8 weapon properties (though some like Indestructible don’t really make much sense… kill the monk, destroy the weapon, problem solved.) In essence, a monk is a weapon of a tier equal to 1/3 of his level. Changing weapon properties takes a slow action as the monk shows off three or four stances.

Hamedo: This ability refers to the monk’s ability to Counterattack, and thus requires the monk to have the Counter job ability.

Empty Fist: Also requires Counter

Keeper of the Sacred Scrolls: Even after the monk has used up the Cheat Death aspect, he may still remain ageless.

New Ability: Chakra – Standard, Single
A Keeper of the Sacred Scrolls can sometimes extend his own life’s protection to another. Revive returns user’s Character Level % of the target’s maximum HP to them. For example if Jackie Chan’s got (that ancient Chinese healing discussed in the Jaden Smith version of Karate Kid)-Cross Trained-at 28th level, he restores 28% of the target’s maximum health. Characters with this ability naturally must have Keeper of the Sacred Scrolls.


New Ability: Revive – Standard, Single
This is the standard Chakra dialed up to 11. In addition to bringing targets back to consciousness it restores double the HP loss of the target… for example, Jackie Chan would restore 56% of the target’


Samurai

Ultimate End: This Draw Out ability now allows the character to alter the canon game world exactly as if they had used Moment of Glory without expending destiny or their life.

Iaido: now allows the Samurai to spend 1 point of destiny to avoid the destruction of his blade automatically.

Warding Circle: Like a Holy Circle with a different Killer ability, this ability requires 12th level.

Break Arts: I distinctly remember getting Break Arts quite early… thus, they won’t be restricted by level.

Flawless Form: At Lower levels, it is highly unlikely to have better Flawless form than actual armor, but around 9-10th level, this ability might (depending on the GM) start to exceed your level bonus…

The following Job Ability may be purchased by Samurai. This is but one secret they will not teach fighters.

Ichigeki Hissatsu - Standard, Single
(This ability was modified from its incarnation in New FFd6)
The Samurai has come face-to-face with a truly dangerous foe, and knows he must end the battle with a single stroke. He draws his blade and rushes his opponent, leaving himself completely defenseless for a single moment.
The sound of flashing steel fills the air, and both the enemy and the Samurai remain motionless, and then one of the two falls to the ground, dead and sometimes in pieces. The other stands, triumphant… usually, but still yet, sometimes both die.
Ichigeki Hissatsu is a risky tactic, but is capable of stopping even the most fearsome of enemies. The Samurai takes a Standard action and makes an opposed ACC check. The loser of the roll is permanently killed. Simply, cleanly, and instantly, affecting even Bosses who would be immune to such instant‐death attacks or who possess the Undying property. The Samurai may not spend destiny to enhance this roll, but Bosses and Epic Bosses can. The Samurai does gain some benefit however, as he can use the Moment of Glory option if he loses to automatically kill his opponent. This does not require majority agreement of the rest of the party.


Thief

Epic Ability Tweak: Master Thief – Instant, Self
A thief who is spending destiny may steal a component off of a target that is not “of a lower tier than the party is used to.”


White Mage

Healer – Passive, Self
The White Mage may treat her attacks for a single battle as if they heal instead of dealing damage. This is most commonly used to heal allies whenever there is a Magic Lock in effect, or to circumvent the nasty effect that Blood Sword has when it interacts with Auto-Zombie’d creatures. When activated, Healer lasts the entire battle and can be used a number of times per session equal to the White Mage’s SPR Rating.


Shared Abilities
Blunt Instrument – Standard, Single
Characters using brawl weapons, or the blunt end of a concealed weapon may choose to deal 0 damage and in exchange, inflict an Unaware target with Sleep. The target may resist, with a Vitality Roll at a difficulty equal to the ACC roll of the character using this ability. Samurai may use this ability with their sword hilts.


Return Magic – Instant, Self
GMs may allow mages to purchase this ability, which still allows them to return spells from their own spell lists as instant actions for no MP cost.

Darksol
2013-04-18, 12:20 AM
Here's a little detail that came up in regards to the Entertainer... If you're using the old system but still using From the Heart instead of Arts then the Entertainer doesn't have an Epic Ability!!!

So here's what I came up with to replace it (with Steelsmiter's help, as usual)

Creative Legend

Creativity is not a constant stream of brilliance. Even the greatest artisans have bursts of genius that outshine all their other works. Thieves can become masters, Entertainers can temporarily become legends. Upon activating this ability (1 Destiny per turn) the Entertainer becomes a tempest of passion and creativity, not just for their art but ALL forms of art and all skills.

When used the Entertainer gains a +6 to all Perform checks. In combat the Entertainer may make any check with their Perform skill, in addition any Entertainer abilities used gain either additional properties or become more powerful, these bonuses are variable and should be discussed with the GM. Some examples are being able to do damage with Advanced Illusions or group target with Spellbound.

Out of combat the Entertainer can substitute any skill check with Perform and can do some truly outrageous things given their ability to act is up to par. For one point of destiny, the Entertainer may attempt to do just about anything, at an appropriate difficulty, with the Perform skill. If the Entertainer fails they may continue to attempt it at no additional cost as long as they are not interrupted. An interuption can be anything from having the project blow up in their face to being forced to hide from a passing guard. In the case of an interuption the Entertainer must spend another Destiny Point to make the Perform skill attempts again.

In addition, for at least 3 destiny, the entertainer can produce an auto-charm effect without any associated resistance roll for any task short of being immediately life threatening in combat (though certain difficulties must still be met in accordance with "Other Tasks" in OFFd6). Out of combat the Entertainer may convince a person, group, or swarm to perform tasks on par with Short or Long Term Goals (though not any actual goals the party has) with a Heroic (for short term) or godlike (for long term) difficulty. Affecting groups or swarms is 1 step more difficult and members of groups or swarms that are not affected may leave or interact with the entertainer normally at any time.