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Bruno Carvalho
2015-06-10, 09:15 AM
Lots of talk about Final Fantasy RPGs around here, so I think this is the best forum to bring this:

First, let me introduce me. My name is Bruno Carvalho and i've been playing and GM'ing since the nineties (1994, to be exact). I'm from Brazil and a huge fan of the Returner's FFRPG (been playing it since the First Edition - and yes, it was EVEN WORSE than the dreaded second). Upon the death of the Returner's group and SeeD's decision to move to computer-assisted gaming (as they openly recognize FFRPG SeeD is optimized for IRC gaming and not for tabletop), there were a Brazilian game designer called Fernanda Parker who took the third edition and translated it to Portuguese, maintaining it alive here in Brazil... until last year. Last year, she decided to abandon the project to real life issues.

So I decided to keep the steam going, and to do that I'd rather adress some of the glaring problems with Third Edition. And after looking at it for a while, it seemed that the best course of action was to start it anew and create a new game, instead of trying to fix its myriad of problems. So, since January this year, I've been creating what I (without any modesty, i confess) call the FFRPG Fourth Edition. I've taken inspiration not only on Returner's FFRPG, but also in SeeD, Zodiac, FFd6 and other FFRPG sources available.

And it's about done. It's actually playable - I've run some playtest campaigns and there is other campaigns run by other GMs popping around here in Brazil, but I've reached the point that the project is getting bigger than I can tackle it alone. So here I am, looking for help! Let me detail my key points:

1) System Features (these are already done)

a) Compact, rules light gaming
The actual game book have 100 pages total, in comparison to 3rd Edition's over 400. And it is written in portuguese. In comparison to english, portuguese takes around 30% more words to say the same thing. And its already in English, with about 90 pages in the core book, plus 29 pages for the first supplement.

b) Collaborative narrative
In character creation and during play, the players can use the built-in collaborative mechanics to drive the story foward. This way, the GM get inputs before and during play to what story better suits its players - and while the GM still have the final word, the players have the tools to really feel in the driver's seat of the story.

c) Intuitive task resolution
The task resolution mechanics uses a intuitive system, without tables or abitrary difficulty scales. Characters of all levels can contribute to meet the party's goals, without creating the situation where only optimized characters can have a chance of sucess in their area of expertise.

d) Customizable characters
Albeit still working on a class/level structure, the job system presents 17 unique jobs with multiclassing rules that allow over 80 unique job combinations. Also, the job descriptions present several different abilities and spells who can be chosen or not - no more "every swordmaster knows the same skills" from 3rd Edition. Geomancy, Blue Magic and Summon are descripted in the first expansion pack: Forces of Nature.

e) Inverted leveling up system
Instead of the traditional "Gain XP -> Level Up -> Improve Stats", you invert the logic, and you "Gain XP -> Improve Stats -> Level Up", akin to systems like L5R (but simpler). In this way, characters of distinct levels can exist even with the same XP, and that leads to better balanced spels and skills that use Character Level (no more Lv.5 Death kiling either no one or your entire party)

f) Fluid combat initiative
Instead of having fixed combat initiative orders, the system uses a phase-based system(akin to the 7th Sea combat mechanics) that allows for another level of tactical combat. Due to the increased complexity of this mechanic, the combat movement is very simplified and the use of tactical maps and miniatures is discouraged.

g) Character-driven advancement system
Instead of just awarding XP for "killing monsters and completing missions", the character advancement system depends on the players character's motives and personality. This allows the players, as a group, to signal to the GM the kind of adventures they want to play. "Killing monsters" and "Completing Missions" are still valid options to earn XP, but it's not mandatory or the sole way.

h) Racial mechanics, Monster Construction guidelines and a sample Bestiary
The main Final Fantasy Races are there in the first expansion pack, called Forces of Nature, along with monster construction help and some sample monsters ready to use.

2) Current Works (I'm working in these points right now)

a) Job Changing rules and Tactical-map based combat
Next in request is the FFT and FFV-like job changes rules.

3) The much needed help (Wished I could do but I simply can't)

a) Art and Editing
I simply have absolutely NO art skills. Can't draw a stick figure for good. That includes not only interior drawings in the book, but also a good-looking character sheet. Also, I'm sure the book can have a better layout and editing - I just lack the skillz to do it.

b) Worldbooks
No RPG is complete without great Scenarios. And few games have better worlds than the Final Fantasy series. So I'll need help writing down these worlds and converting them to this system, to enable Game Masters to jump at their favourite worlds.

c) MOAR playtest
No ruleset is good without notes from the field. This one is the point I'd like more to see going. Without playtester feedback, it's very hard to see what's good and what's broken in the rules.

d) Assorted critcism and suggestions
Of course, any help in this direction is good, no matter how small it may look.

Anyway, thanks for your patience reading this long post! Hope you all have fun and good games!

DOWNLOAD SECTION (I'll try to keep this updated)

PORTUGUESE VERSION
CD 1: http://bit.ly/FFRPG4eCD1
CD 2: http://bit.ly/FFRPG4eCD2

Forces of Nature Expansion Pack: http://bit.ly/FFRPG4eDLC1
Final Fantasy IV Worldbook: http://bit.ly/FFRPG4eDLC2

Character Sheet: bit.ly/FFRPG4eFicha

ENGLISH VERSION

CD 1: Archived
CD 2: Archived
Forces of Nature Expansion Pack: Archived

FFRPG Complete 4th Edition: Archived

FFRPG Revised 4th Edition: Archived

June 2019 Errata for Revised 4th Edition: Archived

FFRPG 4th Edition Remaster http://bit.ly/FFRPG4ER

Final Fantasy IV Worldbook: http://bit.ly/FFRPG4thDLC2

Final Fantasy VI Worldbook: http://bit.ly/FFRPG4thDLC3

Final Fantasy Tactics Worldbook: http://bit.ly/FFRPG4thDLC4

Chaos in Cornelia - An Adventure for FFRPG 4e : http://bit.ly/FFRPG4thDLC4bit.ly/FFRPG4eAP1

Character Sheet: http://bit.ly/FFRPG4eSheet


Version History:
2019-06-24: Uploaded a big errata for the Revised 4th Edition book.
2018-08-29:Uploaded the Final Fantasy RPG Revised 4th Edition book. Final Fantasy RPG Complete 4th Edition book archived. Also uploaded the starter adventure Chaos in Cornelia.
2017-10-19:Uploaded the Final Fantasy Tactics Worldbook - English Version
2016-09-24: Uploaded the Final Fantasy VI Worldbook - English Version
2016-02-29: Uploaded the Final Fantasy RPG Complete 4th Edition book. Both Disk 1, Disk 2 and Forces of Nature were archived.
2015-11-05: Uploaded the Final Fantasy IV Worldbook - Portuguese Version
2015-11-05: Uploaded the Final Fantasy IV Worldbook - English Version
2015-08-11: Uploaded the Forces of Nature Expansion Pack English version and the Character Sheet (courtesy of Thiago Limaverde).
2015-08-09: Uploaded the English version of Disk 1.
2015-08-08: Uploaded the English version of Disk 2.
2015-06-26: Updated Portuguese versions of Disk 1 and Disk 2 with higher quality PDFs and lots of bugfixes. Also uploaded the first Expansion Pack.
2015-06-10: Original Post

Thimacek
2015-06-12, 11:58 AM
Hi there!

I'm a fellow Brazilian RPG player and occasional GM, and I also happen to have played most of the versions of the FFRPG, as well as the Pathfinder version. As I haven't been able to play much in the last year, it's quite a coincidence that I have just recently been looking at other versions of FF Tabletop conversions - in fact, I've just learned about the existence of FFd6 a few weeks ago, and I've been planning a possible campaign and tweaking a thing or two about it since - including some changes that are quite similar to what you mentioned below, like an Active Time Battle system and the possibility of increasing stats on the way to Levelling Up.

But back to the topic: I am quite interested in this project! I am not entirely sure I could help with the playtest - both because I am not sure I'll be able to run a campaign right now, despite my will to do so, and also because I'd possibly like to see how my changes to FFd6 work first if I do! But if I do have the time and opportunity, I'd love to do so. But well, where I do think I could help is with translation. I do in fact work as a freelance translator from time to time, so I'm no stranger to the job ;)

That said, I would like to ask whether you have a specific plan for translating. As it's quite a long document (and there's more to come with the Summoner, Blue Mage and Geomancy document on the oven), I think it'd be interesting to work in such a way that more people could work simultaneously, either by working on different chapters or keeping files with tracked changes on Google Drive or some such. What do you think? And do you have any other ideas as to how to do it?

Best regards!

Bruno Carvalho
2015-06-15, 07:26 AM
Thanks for the answer! I must confess I'm new to colaborative writing - never used Google Drive before - but nothing some short tutorials cannot change :D. I've just uploaded the two core books in editable form as Google Docs, so the links are below. I really appreciate the help!

First CD (https://docs.google.com/document/d/1nLat0HwqPhSbvcavxiyY_9zmDwQY7yMrtyIRg60K3hc/edit?usp=sharing)

Second CD (https://docs.google.com/document/d/1m6av0qtVcWOp0aXoHetXWlG2t9UIZncNhweAjRHlU08/edit?usp=sharing)

Thimacek
2015-06-17, 05:04 PM
Ok, I'm just done taking a first look at the whole thing. I haven't read all classes and equipment thoroughly yet - just a quick skim-through for now - but I'd like to ask one thing already: are there any plans to allow job changes? Any ideas of how that might be implemented since abilities are based on Character Level? More generally, since you decided to make Character Level based on Crystal Levels, did you consider basing Job Abilities on something other than total character level? I ask because if you did, it might be quite easy to deal with Job changes, but since as written you simply receive the abilities for your primary and secondary Jobs when the sum of your Crystals reaches a certain amount, I cannot easily think of a way to go around changing Jobs, as that would basically mean either not ever getting the lower level abilities for your new job, or alternatively getting all abilities you might have up to your current level... both of which sound a bit off.

Unless of course you lost access all your abilities from your former job and re-chose abilities from scratch for your new job... but that is more or less akin to building a new character whenever you change a job, which also doesn't sound quite right.

I do know job changes are basically non-existent in quite a few of the other FFRPG versions, which could explain their absence in your version if you used these as a base for yours... but did you consider job changes similarly to FF5 and FFT while designing this?

I ask that because that is one of the main beefs I had with FFRPG 1st through 3rd editions (and FFd20 to some degree), since FF5 and FFT rank among my favourites in the series and the lack of a job-change system made it quite hard to emulate them! :)

Thimacek
2015-06-17, 05:23 PM
Oh, also - once again because of FFT (ok, in fact because I DO like tactical combat ;) ), I don't entirely love the idea of using tactical maps being discouraged. Do you think they might be used with the system as-is or with few changes nevertheless?

Bruno Carvalho
2015-06-17, 08:04 PM
I avoided both points, Job changing and tactical maps, for the sake of simplicity; Abot job changing, all the jobs are customizable enough so they can feel diverse - You can model Cecil (FF IV) with a white mage, for example. Anyway, I don't think it is impossible to create a jobchanging system, but it'll need its own supplement. Tactical map based combat is easier to do, but would require noting down range, effect and vertical values for each action. Also not that hard, but would also be better suited for another book. Maybe I should start working on these after finishing the one i'm doing now.

Thimacek
2015-06-17, 08:24 PM
Sounds like a fine idea to me!

And tbh, if there should be plans for a FFT Worldbook/Supplement, I'd be happy to help with its development (for the reasons stated above!). Same goes for FF5 and FF6 :)

Bruno Carvalho
2015-06-26, 02:38 PM
UPDATE Jun 26: Uploaded better quality versions of CD 1 and 2. Also did a lot of bugfixes and a overall HP/ armor mid-lategame buff due to playtest data. Also Uploaded Forces of Nature Expansion Pack.

Bruno Carvalho
2015-07-15, 09:41 AM
Just passing by to say that the project is not dead! I'm working as hard as I can (albeit slower than I would like to do, 'cause, you know, real life). So I'd like to show a sneak peek of the english translation with a sample Job: The Warrior! As english is not my native language, I'd love if anyone could point my grammar and spelling errors.

Jobs


Each character must choose a Main Job and Secondary Job. Each job has a number of Core and Specialty Abilities. Core Abilities are gained by all characters with that Job, as soon as they have the necessary character levels. Specialty Abilities are optional choices; each character can choose ONE and only one specialty for each of your abilities, and can do so at any time after getting the prerequisite levels. However, after choosing a specialty, the character can no longer "forget it" or exchange it for another. Regardless of Job, the HP of the characters is equal to the Earth stat points, plus the class bonus, and the MP of the characters is equal to Water stat points, plus the class bonus.

Main Jobs
Warrior
A focused fighter in heavy armor, specialist in melee combat. Its main stats are Earth and Air, with Water as tertiary stat. Regardless of the Stat you focus, Warriors may work offensively or defensively; they can either focus on causing as much damage as possible or on protecting the group to by weakening their opponent. Regardless of the chosen skills, it is a simple class to play: gain the best possible equipment, and you will have HP, enough damage and defenses to defeat any opponent.

Skills
Master of Arms: Core Ability acquired at level 1. You can use heavy armor and the following weapons: Light Sword/ Knife; Claws / Gloves; Heavy Weapon & Shield; Heavy Weapon; and Polearm. Your HP bonus is 5x your level, and increases by 1x your level at levels 15, 30 and 60. Your MP bonus is zero, and increases by 1x your level at level 30. Specialties:

Arc: Requires Fire level 3. You gain Quick action !Arc.This action allows you to launch a wave of Chi energy against its target and carry out an attack with your weapon causing all the equipment effects normally and to adding Ranged to the attack.

Pommel Strike: Requires Earth level 3. You gain the Quick action !Pommel Strike. You attack your opponent with your weapon’s hilt at a time and place where he doesn’t expect. Do an attack roll with your weapon, causing half of your weapon’s physical damage. If the target is preparing a Slow action, he loses it.

Dirty Fighting: Requires Air level 3. You gain Quick action !Dirty Fighting. You throw sand in the eyes of the opponent, attack their genitals or distract them in any way. Do an attack roll with your weapon, causing normal physical damage. Unlike other attacks, do not add the units digit to damage. If the target suffer damage, he cannot do Reactions this phase.

Power Attack: Core Ability acquired at level 1. You earn one of the three Power Attack actions below:

!Jump is a Quick action. Using it, you jump an incredible height and gain the Flight status. In your next action, you dive on a target, discarding the initiative dice and attacking with your weapon. If you hit, inflict twice weapon damage. After the attack, you lose the Flight status.

!Mighty Strike is a Quick action. Attacking with all yout might, without preparation or any worry about accuracy, deliver a devastating attack. Perform an attack with your weapon, but increasing the difficulty by 30. Your attack does twice weapon damage, plus all the equipment effects as usual.

!Lunge is also a Quick action. You unleash an attack with your weapon, ignoring your defense to cause as much damage as possible. You inflict twice weapon damage, but over the next 10 phases, lower by 30 points the difficulty of any attack aimed at you. You can’t use this action again until this effect ends.

Regardless of the chosen Power Attack, the Specialty Abilities are:

Dragon Horn: Requires Earth and Air level 12. After using a Power Attack, you can discard. any number of initiative die, regardless of their value to repeat the attack against the same target. With !Jump, the attacks happen before the character lose the Flight condition. With !Lunge, add the number of phases with decreased difficulty. For example, if Dragon Horn is used to !Lunge three times, you suffer its effects for the next 30 phases.

Quadra Slam: Requires Earth level 10 and Water level 8. You gain the Slow(4) action !Quadra Slam. When using it, you move with incredible speed, striking four consecutive attacks with your weapon with just one action. These attacks target random enemies and cause half weapon damage each, but ignore the target’s Armor.

Adroit: Requires Earth an Air level 7. Whenever you use a Warrior ability other than a weapon attack, you can choose to use Earth or Air as Offensive Stat.

Feign Weakness: Core Ability acquired at level 15. You gain the physical Quick action !Life Break. When using it, focus your chi energy to perform a Earth vs Earth attack, difficulty 50, against a target. If successful, this action causes Cut elemental damage equal to (your max HP - your current HP). Don’t add the units digit to damage. This action ignores the Strengthen (physical) status and may not deal over 999 damage. The Specialties are:

Power Break:Requires Earth level 8 and Air level 10. You gain the physical Quick action !Power Break, which is an attack that weakens the muscle power of the target. Perform an Earth vs Air attack, difficulty 80. If successful, the target receives the Weaken (Physical) status until the end of the next round.

Magic Break:Requires Earth level 8 and Fire level 10. You gain the physical Quick action !Magic Break, which is an attack that weakens the magical power of the target. Perform an Air vs Fire attack, difficulty 80. If successful, the target receives the Weaken (Magic) status until the end of the next round.

Armor Break:Requires Earth level 10 and Air level 8. You gain the physical Quick action !Armor Break, which is an attack that weakens the resistance of the target. Perform an Air vs Earth attack, difficulty 80. If successful, the target receives the Weaken (Armor) status until the end of the next round.

Mental Break: Requires Earth level 8 and Fire level 10. You gain the physical Quick action !Mental Break, which is an attack that weakens the magic resistance of the target.Perform an Earth vs Water attack, difficulty 80. If successful, the target receives the Weaken (Mental) status until the end of the next round.

Cleave: Core Ability acquired at level 24. You gain a cleaving action, which can be one of the two below:

!Slash-All is a Slow(2) action. Moving with speed, you can unleash an attack with your weapon against up to three targets.Each target takes damage equal to 75% of of your weapon damage, plus all the equipment effects.

!Blade Beam is also a Slow (2) action. You shoot a wave of chi energy at a target, performing an attack with your weapon that causes normal damage.If it succeeds, you can repeat the attack against two other targets, but these secondary attacks ignore the target’s Armor and cause 50% of the damage dealt to the first target, already reduced by the first target’s Armor. All these attacks are Ranged, regardless of the equipped weapon.

Regardless of the cleaving action chosen, the Specialty Abilities are:

Powerful Cleave: Requires Air and Water level 10. Your cleaving action action deal 100% weapon damage to all targets instead of the reduced damage.

Wide Cleave: Requires Air and Fire level 10. !Slash-All can targets any number enemies instead of three. The secondary attacks of the !Blade Beam action can target any number of enemies besides the first target.

Mastery of Destruction:Requires Fire and Water level 10. Your !Power Break, !Magic Break, !Armor Break and !Mental Break actions may target up to three enemies instead of only one. This Specialty does not give access to any extra actions, only modifies the actions that you own.


Dragon Breath: Core Ability acquired at level 42. You gain the physical Quick action !Dragon Breath. This action allows you to use the weakness of your enemy against itself. If you have success in an Air vs Air attack, difficulty 50, the target is dealt Crush elemental damage equal to (target’s max HP – target’s current HP). Don’t add the units digit to damage.This action ignores the Strengthen (Physical) status and may not deal over 999 damage. The Specialties are:

Lethal Blow: Requires Earth level 16.When using !Dragon Breath, reduce the target's Armor before applying 999 damage limit, instead of after.

Double Cut: Requires Air and Water level 12. You gain the Slow (2) action !Double Cut. With it, do two attacks with your weapon in quick succession at the target, dealing weapon damage and effects.This ability may achieve critical hits, causing double damage.

Martial Versatility: Requires Earth level 11 and Air, Fire and Water level 9. You gain one of the following Specialties:Power Break, Magic Break, Armor Break or Mental Break, even if you don’t meet the requirements and even if you already chose another Specialty to the Feign Weakness ability.

Unwavering Courage:Core Ability acquired at level 60. You become immune to Weaken (Physical), Weaken (Magic), Weaken (Armor), Weaken (Mental) and Weaken (Speed). The Specialties are:

Finishing Touch: Requires Air level 20. You gain the Slow (5) action !Finishing Touch. Make two weapon attacks against the target. If both attacks are successful, inflict the Stone status. If the target is immune to Stone and/or if only one attack is successful, you deal double weapon damage. If one or both of the blows land a critical hit, reduce your opponent to 0 HP. Treat this last effect as a Fatal type status.

Shock: Requires Fire level 20. You gain the Ranged physical Slow (3) action !Shock.This action releases a burst of Chi that affects all your enemies. Perform an Earth vs Fire attack, difficulty 60. Each affected opponent suffers twice your weapon damage.

Iainuki: Requires Water level 20. You gain the physical Slow (5) action !Iainuki. You go through your opponents with a sharp blow. Make an Air vs Earth attack, difficulty 80, against all your enemies. Instantly reduce to 0 HP all affected opponents. This effect counts as a Fatal type status.

Bruno Carvalho
2015-07-15, 02:42 PM
Another sneak peek: the second martial main job, A master of ranged combat, the Archer

Archer
A fighter who controls the battlefield using throwable weapons, bows, crossbows and rifles.They aren’t very tough, but have the advantage of fighting at a distance.They are true masters of battlefield control, able to direct the flow of battle and inflict devastating conditions.Its main stats are dependent on the weapon that chose to specialize: Earth for throwing weapons, Air for archery and Fire for rifles and crossbows.

Skills

Sharpshooter:Core Ability acquired at level 1. You can equip medium armor and the following weapons: Claws / Gloves;Bows;Rifle / Crossbow;and Throwing Weapons.Your HP bonus is 4x level, and increases by 1x level at levels 15, 30 and 60. Your bonus MP is zero, and increases by 1x level at level 30. Specialties:

Precise Shot:Requires Fire level 3.Whenever you attack with a rifle or crossbow, all reactions to your attack use Fire as a Defensive Stat instead of the original Defensive Stat.

Quick Throw:*Requires Earth level 5.*Whenever you attack with a Throwing Weapon, you may re-roll the attack.

Point Blank:Requires Water level 3.You gain the Quick action !Point Blank.Shooting at close range, you attack with your weapon, dealing normal damage and causing all equipment effects. This ability may achieve critical hits, causing double damage.Your weapon is not Ranged during this attack.


Charge:Core Ability acquired at level 1. You gain the Slow (3) action!Charge. You aim long enough for an accurate shot. Attack with your weapon, dealing 150% weapon damage if successful.The Specialties are:

Ambush: Requires Water level 7. Until the end of the first round of each combat, your Stats count as two levels higher for damage calculation.

Ungarmax: Requires Air and Fire level 8. You gain the Slow (7) action !Great Charge. Elite hunters learn to wait for the perfect moment to shoot. This action succeeds if you hit your target with a weapon attack, causing 250% weapon damage.

Reflex Shot: Requires Earth level 7 and Water level 9. You gain the reaction !Reflex Shot. It may be used when you are targeted by an attack while preparing a Slow action. Attack with your weapon, causing normal damage and applying all equipment effects. . This ability may achieve critical hits, causing double damage. Instead of using a current phase initiative dice, you may spend any initiative dice to use this reaction.

Nutcracker: Core Ability acquired at level 15. You gain the Slow (3) action !Vitals Aim. Aiming at your opponent’s weak points, attack with your weapon, dealing normal damage but ignoring the target's Armor. Specialties:

Arm Aim: Requires Earth level 8 and Water level 6. You gain the Slow (2) action !Arm Aim. You may use it to disable the target’s upper members. Attack with your weapon, difficulty 80. If successful, inflict the Disable status on the target until the end of the next round.

Legs Aim: Requires Earth level 5 and Air level 9. You gain the Slow (2) action !Leg Aim. You may use it to disable the target’s lower members. Attack with your weapon, difficulty 80. If successful, inflict the Immobilize status on the target until the end of the next round.

Head Aim: Requires Air level 7 and Fire level 9. You gain the Slow (2) action !Head Aim. With it, you do a glancing shot on the head that causes disorientation and dizziness on target. Attack with your weapon, difficulty 80. If successful, inflict the Slow status on the target until the end of the next round.

Eye Aim: Requires Earth level 8 and Fire level 5. You gain the Slow (2) action !Eye Aim. You may use it to attack the target’s eyes. Attack with your weapon, difficulty 80. If successful, inflict the Blind status on the target until the end of the next round.


Mind Strike: Core Ability acquired at level 24. You gain Quick action !Mindblow, a mystic shot that drains the target’s energy. Attack with your weapon, causing normal damage, but decreasing the target’s MP instead of HP. The Specialties are:

Patience Shot: Requires Air and Fire level 10. When using an action neither a Spell neither the !Charge or !Great Charge actions, you can make it Slow (4), rather than Quick, or increase your charge time by 4, if it is already Slow, to increase the damage dealt to 150% weapon damage.

Marked Quarry: Requires Water level 13. Once per round, when you hit a single target attack, reduce the difficulty of the next attack targeting the same character by 30, to a minimum of 0.

Wing Aim: Requires Earth level 6 and Air level 10 .You gain the Slow (1) action !Wing Aim. Using it, you shot the target’s wings. Attack with your weapon, difficulty 80. If successful, the target loses the Float and Flight statuses, if any, and can not gain them until the end of the next round.

Danger Sense: Core Ability acquired at level 42. You're always under the effects of Strengthen (Speed) status. Specialties:

Deadly Precision:Requires Earth, Air and Fire level 10. Your !Arm Aim,!Leg Aim,!Head Aim, !Eye Aim, !Wing Aim and !Triple Foul actions deal damage equal to 75% weapon damage in addition to its effects.

Toolbox: Requires Water level 8. You gain one of the following
Specialties: Arm Aim, Leg Aim, Head Aim, Eye Aim or Aim Wing, even if you haven’t met the requirements and even if you already chose a Specialty for Nutcracker and/or Mind Strike.

Colossus Slayer: Requires Earth level 15. When you use the action !Vitals Aim, rather than ignore the target's Armor, you add the target's Armor to the damage dealt instead of subtracting it.

Always Prepared: Core Ability acquired at level 60. Choose any Specialty from any other Archer Ability. You gain this Specialty, even if you have chosen another Specialty for this Ability, and even if you haven’t met the requirements. This ability’s Specialties are:

Barrage: Requires Air level 20. You gain the physical Slow (5) action !Barrage. Using it, attack against difficulty 10 against a random enemy. This attack does considers neither your neither the target’s Stats. If you hit, inflict weapon damage and you may repeat the attack against a random enemy, this time with difficulty 20. As long as you keep hitting, you can repeat the attack, always adding 10, cumulatively, to the difficulty until the difficulty becomes 100 or you miss an attack. This action can’t be used to start Marked Quarry or benefit from it.

Crippling Shot: Requires Fire level 20. You gain the Slow (3) action !Triple Foul. This action is a weapon attack, with difficulty 80. If successful, you inflict all the statuses you could inflict the following actions: !Arm Aim, !Leg Aim, !Head Aim, !Eye Aim, !Wing Aim, as if you had used them. You only inflict the statuses based on the Abilities you have.

Projectile Rain: Requires Earth level 20. Whenever your action or reaction reduce target to 0 HP, you gain an extra initiative dice with a value equal to the current phase plus one. You can’t gain initiative die with value 11 or greater.

Bruno Carvalho
2015-07-18, 10:59 AM
More two jobs translated! Behold the Martial/Arcane hybrids!

Monk
A mystic who battle with the power of their fists and spirit. They have many hit points and can evoke elemental powers. Its main attributes are Earth and Fire. Most monks either devote themselves to the martial arts or to spiritual and magical pursues, however some masters try to balance these two paths.
Skills

Martial Artist: Core Ability acquired at level 1. You can use medium armor and the following weapons: Claws / Gloves; Staves and Throwing Weapons. Your HP bonus is 6x your level, and increases by 1x your level in the levels 25, 50 and 75. Your MP bonus is zero, and increases by 1x your level at level 30. Specialties:

Brawler: Requires Earth level 3. Whenever you use the !Attack action while equipped with Claws or Gloves, you may re-roll the attack.

Drunken Dodge: Requires Air level 3. Whenever an enemy fails an attack against you, you may lower the value of one of your initiative die by 1, to a minimum of the current phase.

Elemental Arts: Requires Water level 3. Your MP bonus becomes equal to your level (if not already higher). In addition, you gain access to one of the following Spell groups: Gravity, Healing, Poison or Purification


Jutsu: Ability acquired Base at level 1. You earn one of four types of Jutsu below:

!Katon is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Fire attack, difficulty 50. If successful, deal 4x Fire level Fire-elemental damage on a target. This ability can achieve critical hits; in this case, besides the damage, the target receives the Sleep status until the end of the next round.

!Suiton is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Water attack, difficulty 50. If successful, deal 4x Fire level Water-elemental damage on a target. This ability can achieve critical hits; in this case, besides the damage, the target receives the Weaken (Spirit) status until the end of the next round.

!Doton is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Earth attack, difficulty 50. If successful, deal 4x Fire level Earth-elemental damage on a target. This ability can achieve critical hits; in this case, besides the damage, the target receives the Poison status until the end of the next round.

!Fuuton is a Ranged Slow (3) magical action. Using it, you invoke elemental spirits. Do a Fire vs Air attack, difficulty 50. If successful, deal 4x Fire level Air-elemental damage on a target. This ability can achieve critical hits; in this case, besides the damage, the target receives the Blind status until the end of the next round.
Regardless of the chosen Jutsu, at level 20 the damage becomes 8x Fire level, and at level 40 the damage becomes 12x Fire level. The Specialties are:

Elan: Requires Ar level 4 and Fire level 7. Your Jutsus affect all targets of a group rather than just one target.

Vengeful Spirits: Requires Fire level 7 and Water level 4. Whenever your Jutsus are successful, consider that they had a critical hit.

Lightning Jutsu: Requires Earth level Earth 4 and Fire level 7. You gain the reaction !Raiton. It may be used whenever you are hit by an action. You conjure the spirits defensively to interfere with the action. Perform an Fire vs. Fire attack, difficulty 20. The action causes no effect if: You have the !Katon jutsu and damage is Water-elemental; or you have the !Suiton jutsu and damage is Fire-elemental; or you have the !Doton jutsu and damage is Air-elemental; or you have the !Fuuton jutsu and damage is Earth-elemental.


Serenity: Core Ability acquired at level 15. You gain resistance to Mental type statuses. Specialties:

Jutsu Acolyte: Requires Fire level 6. You gain one of the following Jutsu: !Katon, !Suiton, !Doton or !Fuuton.

Flurry of Blows: Requires Air level 8. You gain Quick physical action !Punch Rush. It can be used only if you’re equipped with Claws or Gloves and can perform two actions in the same phase. Attacking your opponent with superhuman speed, you spend all initiative die needed to perform two actions and strike a Earth vs Air attack, difficulty 50. This attack deals 300% weapon damage in one target.

Swivel Kick: Requires Earth level 8. You gain Quick action !Kick. When using it, attack all opponents with your weapon. After reducing your weapon damage by targets’ Armor as usual, reduce the damage by half.



Soul Volley: Core Ability acquired at level 24. You gain one of the following actions:

!Aura Bolt is a Ranged Slow (4) magical action. You release a wave of light against an opponent, performing a Fire vs Water attack, difficulty 50. If successful, the target takes 13x Fire level Light-elemental damage. At level 50, the damage becomes 20 x Fire level.

!Dark Bolt is a Ranged Slow (4) magical action. You release a wave of light against an opponent, performing a Fire vs Water attack, difficulty 50. If successful, the target takes 13x Fire level Shadow-elemental damage. At level 50, the damage becomes 20 x Fire level.

Regardless of the chosen action, the Specialties are:

Awaken Chakra: Requires Earth and Water level 10. You gain the Slow (5) magical action !Chakra. When using it, you release the healing power of your Chakra to end any harmful statuses affecting you. However, you can’t use this Ability while under the effect of any Mental type status.

Pressure Points: Requires Air level 6 and Water level 12. You gain the Slow (2) physical action !Atemi. This action allows you to deliver blows to the correct points to close the chakra of the target. Do an Earth vs Earth attack, difficulty 80. If successful, inflict the Immobilize status until the end of the next round.

Suplex: Requires Earth level 13. If you hit the same opponent with the !Attack action twice in a phase with a Claw or Glove equipped, you inflict the Confuse status until the end of the round. Your !Punch Rush action inflicts the Confuse status until the end of the round, in addition to damage.


Release Chakra: Ability acquired based on level 42. Choose one of three advantages below:

1) When using the !Chakra action, you may spend any amount of MP to recover double that amount HP;

2) When you hit the !Atemi action, you may spend 40 MP to inflict the Disable status to the target until the end of the next round;

3) When using a Jutsu, you may spend 40 MP to increase the damage to 16 xFire level.

Regardless of the choice, the Specialties are:

Soul Exposion: Requires Earth and Fire level 12. After using the !Aura Bolt or !Dark Bolt actions, you may discard any number of initiative die, regardless of their value, to repeat the attack against a different target.

Zen Awareness: Requires Air level 13. You may use reactions while preparing Slow actions.

Elemental Field: Requires Earth, Air, Fire and Water level 8. After using a Jutsu, you and the target gain the Resist status to until the end of the round. The element depends on the Jutsu used: !Katon confers resistance to Water; !Suiton confers resistance to Fire; !Doton gives Air resistance; and !Fuuton gives resistance to Earth. If you have the Elan Ability, all combatants, allies and enemies, gain the Resist status.



Timeless Body: Core Ability acquired Base at level 60. You gain resistance to Time type statuses. Specialties:

Jutsu Master: Requires Fire level 20. You gain two of the following actions: !Katon, !Suiton, !Doton or !Fuuton. You also gain the Ranged Slow (5) magical action !Kuuton. Using your mastery of the four elements, roll 1d100 and add your Fire value, comparing this result to all opponents’ stats. If the result is greater than Earth plus 20, the opponent takes 6x Fire level Earth-elemental damage. If the result is greater than Air plus 20, the opponent takes 6x Fire level Air-elemental damage. If the result is greater than Fire plus 20, the opponent takes 6x Fire level Fire-elemental damage. If the result is greater than Water plus 20, the opponent takes 6x Fire level Water-elemental damage. This attack always ignores targets’ Magic Armor.

Elemental Union: Requires Air and Water level 10. Increase your MP bonus by 1x your level. You gain one of the following Spell groups: Mage Bane, Regeneration, Enchantment or Divination.

Phantom Rush: Requires Earth level 20. You gain the Slow (6) physical action !Phantom Rush, a martial arts secret known as the supreme blow. Using it, do an Earth vs Air attack, difficulty 30. If successful, deal 33 x Earth level Crush-elemental damage on a target, ignoring his Armor.


Adept
A mystic who uses his own vital energy to trigger magical effects. Several Adept actions require you to spend HP based on your maximum HP. In these cases, you lose current hit points equal to the value listed in ability, but it does not diminish your maximum HP. Its main Stats are Fire and Earth. All Adept’s abilities deal damage based on weapon damage, so equipping a strong weapon is a must.

Skills

Martial Discipline : Core Ability gained at level 1. You can use heavy armor, and the following weapons: Claws / Gloves; Heavy Weapon and Shield; Heavy Weapon; Wands and Staves. Your HP bonus is 4x your level, and increases by 1x your level at levels 15, 30 and 60. Your MP bonus is 1x your level, and increases by 1x your level at level 30. Specialties:

Arcane Connection: Requires Fire level 3. You gain one of the following Spell groups: Fire, Ice, Lightning, Light or Cosmic.

Spirit Strength: Requires Water level 3. Whenever you need to spend HP to use an action, you may spend an equal amount of MP to prevent the HP loss.

Arcane Fury: Requires Earth level 3. While your current MP is greater than zero and you have the Berserk status, your !Attack action deal 150% weapon damage.



Arcane Discipline: Core Ability acquired at level 1. You earn one of the three following actions:

!Elemental Strike is a Slow (1) magical action. To use it, choose Fire, Lightning or Ice. You concentrate the chosen element and strikes an weapon attack causing normal damage, but of the chosen element.

!Holy Strike is a Quick magical action. Using your own vital energy as a fuel for the sacred power, you attack with the force of Light. Spend 10% of your max HP to attack with your weapon. Your attack deals 150% weapon damage, Light-elemental.

!Shadow Strike is a Quick magic action. Using your own life force as a sacrifice to profane powers, you attack with the force of Shadow. Spend 10% of your max HP to attack with your weapon. Your attack deals 150% weapon damage, Shadow-elemental.

Regardless of the chosen action, the Specialties are:

Dualism : Requires Air and Water level 5. You gain one of the following actions: !Elemental Strike, !Holy Strike or !Shadow Strike.

Will Shield: Requires Earth level and Air level 4. You gain the reaction !Will Shield. You can use this reaction whenever you suffer damage. Conjuring up a protective magical shield, you avoid injuries. Perform a Water vs (the greater of Earth or Fire) attack, difficulty 25. If successful, you don’t suffer damage and lose MP equal to half prevented damage. If you do not have enough MP to lose, this ability fails.

Last Resort: Requires Fire level 7. Whenever a action spend your HP, spend it at the end of the phase, instead of before making the attack.


Blade Magic: Core Ability acquired at level 15. You gain one of the three following actions:

!Snake Fang is a Ranged Slow (1) magical action. Spend 10% of your max HP to create a snake-shaped wave of energy.The snake then attacks a target of your choice, a Fire vs Earth attack, difficulty 50. If successful, the target suffers Poison-elemental weapon damage, and the Poison status until the end of next round.

!Hallowed Bolt is a Ranged Slow (1) magical action. Spend 10% of your max HP to create a luminous energy sphere. You throw that ball against a target of your choice, a Fire vs Fire attack, difficulty 50. If successful, the target suffers Lightning-elemental weapon damage, and the Mute status until the end the next round.

!Black Sky is a Ranged Slow (1) magical action. Spend 10% of your max HP to invoke a black energy beam from the sky. The lightning strikes a target of your choice, a Fire vs Air attack, difficulty 50. If successful, the target suffers Shadow-elemental weapon damage, and the Blind status until the end of next round.

Regardless of the chosen action, the Specialties are:

Shadow Blade: Requires Air level 6 and Fire level 9. You earn the Quick magical action !Shadow Blade. Conjuring a tornado of souls, perform a weapon attack against all other combatants, enemies and allies. You deal 150% weapon damage, Shadow-elemental, to all characters hit.

Stasis Strike : Requires Earth level 9 and Air level 6. You gain the Ranged Quick magical action !Stasis Strike. Spend 25% of your max HP to summon a lightning bolt from heavens. If you are successful in a weapon attack, deal 150% weapon damage, Light-elemental, and inflict the Immobilize status until the end of your next round on a target.

Fury Brand : Requires Air level 6 and Water level 9. You gain the Quick magical action !Fury Brand. Spend 25% of your max HP to create a rune of fury in your weapon and strike. If you are successful in a weapon attack, deal 150% weapon damage, Fire-elemental, and inflict the Berserk status until the end of your next round on a target.


Elemental Soul: Core Ability acquired at level 24. Select Fire, Ice, Lightning, Light or Shadow. You become Immune to all damage of the chosen element. Specialties:

Night Sword: Requires Fire level 13. You gain the magical action Slow (3) !Night Sword. Using night’s energy in your favor, you drain the life energy of your target. Spend 10% of your max HP to attack with your weapon. If sucessful deal weapon damage, Shadow-elemental, and you heal HP equal to half of the dealt damage.

Light’s Judgement: Requires Water level 13. You gain the Slow (3) magical action !Cleansing Strike. This action cast arcane seal to destroy their enemies, at the cost of 25% of your max HP. You then attack with your weapon, dealing 150% weapon damage, Ice-elemental, and the Disable status until the end of next round.

Reckless Sacrifice: Requires Earth level 13. When using an Adept action that inflicts a negative status on a single target, you can choose to automatically hit without performing an attack roll. If you do, you suffer the same status for the same duration.


Arcane Shock: Core Ability acquired at level 42. You gain the Ranged Slow (3) magical action !Demi Shock . Concentrating the arcane forces, you try to break the enemy. Do a Fire vs Earth attack, difficulty 80. If successful, the target loses 50% of their current HP. This counts as a Gravity-type status. The Specialties are:

Mana Safe: Requires Earth level 8 and Water level 10. You can spend any amount of MP and an initiative dice as an action to heal the same amount of MP to an ally. Any ally can spend any amount of MP and an initiative dice as an action to heal on you half that amount of MP.

Dark Pact: Requires Earth and Fire level 11. Whenever you spend HP to use an Adept action that deals Shadow-elemental damage, you may spend extra 10% of your max HP to deal extra 50% weapon damage. You must declare this Ability before rolling the attack, spending the extra HP regardless of hitting or missing.

Elemental Overload: Requires Air level 7 and Fire level 12. Whenever you you spend HP to use an Adept action that deals Fire-, Ice- or Lightning-elemental, you may double the HP spent to attack all opponents, rather than just one target.


Staggering Blow: Core Ability acquired at level 60. Whenever you damage a target preparing a Slow action with an action, you can reduce the damage by half to make the target lose the prepared action. Specialties:

Shellburst Stab: Requires Earth level 20. You gain the Ranged Quick magical action !Shellburst Stab. You overload the target with magical energy. Perform a Earth vs Water attack, difficulty 0. If successful, the target takes Puncture-elemental damage equal to the lesser between its current MP or 999.

Soul Eater: Requires Air level 20. You gain the Ranged Quick magical action !Soul Eater. Opening a portal to the underworld, you try to drag their opponents into eternal sleep. Spend 25% of your max HP and do a weapon attack against all enemies , difficulty 80. All opponents hit are reduced to 0 HP. Treat this as a Fatal type status. If any of the targets is immune to this effect, you deal weapon damage, Shadow-elemental.

Divine Ruination: Requires Water level 20. You gain the Ranged Slow (3) magical action !Divine Ruination. You show the light of glory to your opponents, who are tempted to follow you. Spend 25% of your max HP and do a weapon attack against all enemies , difficulty 80. All opponents hit receive the Charm status. If any of the targets is immune to this effect, you deal 150% weapon damage, Light-elemental.

JBPuffin
2015-07-18, 12:40 PM
English looks fine to me. Don't speak a lick of Portugese, I'm afraid, but there's definite promise based on just the translated classes.

Bruno Carvalho
2015-07-19, 03:20 PM
English looks fine to me. Don't speak a lick of Portugese, I'm afraid, but there's definite promise based on just the translated classes.

Thanks JBPuffin! Hope I can finish this ASAP (already translated 18 pages, total pagecount in portuguese for 2 core books + 1 supplement is 130). Anyway, i'll be posting the tidbits as they're done, so onto with more Main Jobs!

Black Mage
A magician skilled in elemental magic, master of destructive energies. Its main Stats are Fire and Water. Your spells are extremely offensive, which makes it extremely handy in eliminating the opposition, but at the same time you’re not very versatile. The list of spells and their description is in the Spells chapter.

Skills

Arcane Power: Core Ability acquired at level 1. You can equip light armor and the following weapons: Claws / Gloves; Staffs; Wands. Your HP bonus is 3x your level, and increases by 1x your level at levels 15, 30 and 60. Your MP bonus is 3x your level, and increases by 1x your level at level 30. Specialties:

Arcane Mystery: Flare: Requires Fire level 20 and character level 64. You gain the Flare Spell.

Arcane Mystery: Ultima: Requires Fire level 20 and character level 64. You gain the Ultima Spell.

Arcane Mystery: Doomsday : Requires Fire level 20 and character level 64. You gain the Doomsday Spell.


Elemental Magic: Core Ability acquired at level 1. You gain one Elemental Spell group: Lightning, Ice or Fire. Specialties:

Elemental Mastery: Requires Fire level 7. You gain all Elemental Spell groups.

Elemental Burst: Requires Earth level 5. Whenever you use an Elemental Spell in a single target, you can deal 25% of the Spell’s damage to another opponent, chosen randomly, ignoring their Magic Armor.

Elemental Shock: Requires Air level 8 and Fire level 5. Whenever you deal damage with an Elemental Spell,
increase all the targets’ initiative die value by 1, up to a maximum of 10.


Transmutation: Core Ability acquired at level 1. You gain one Transmutation Spell group: Death, Transformation or Poison. Specialties:

Transmutation Mastery: Requires Fire level 9. You gain one Transmutation Spell group.

Piercing Arcana: Requires Air level 6 and Water level 7. Transmutation spells ignore targets’ Resistance. This has no effect on immunities.

Magic Resistance: Requires Earth and Fire level 6. You resist all status effects you are able of inflict with a Transmutation Spell.

Earthly Magic: Core Ability acquired at level 15. You gain one Earthly Spell group: Water, Earth or Shadow. Specialties:

Earthly Mastery: Requires Earth level 8. You gain one Earthly Spell group.

Earthly Shock : Requires Fire level 10 and Water level 7. Your Earthly Spells ignore half of targets’ Magic Armor.

Vital Sacrifice: Requires Air level 5 and Water level 8. Once per round, if you don’t have enough MP to use a
Earthly Spell, you can spend HP equal to its MP cost to cast it.


Magical Expert: Core Skill acquired at level 30. You gain one Expert Spell group: Drain, Hex or Mage Bane. Specialties:

Multi-Expert: Requires Earth, Air and Water level 7. You gain one Expert Spell group.

Obliterate: Requires Fire level 12. When you use an Expert Spell, before applying the Spell’s effects, if target have the Protect, Shell and/or Reflect statuses, they cease to affect him until the end of the round.

Favorite Element: Requires Air level 9 and Fire level 10. Choose an element. Your attacks of the chosen element ignore target’s resistance and cause 50% damage in immune targets.


White Mage

A magician skilled in healing and protection magic, master of the beneficial magical energies. Its main Stats are Water and Fire, with Earth as tertiary attribute. Your spells are primarily defensive in nature, giving you few tools to deal directly with your enemies. The list of spells and their description is in the Spells chapter.

Skills

Arcane Devotion: Core Ability acquired at level 1. You can equip light armor and the following weapons: Claws / Gloves; Staffs; Wands. You gain the Healing Spell group. Your HP bonus is 3x your level, and increases by 1x your level at levels 15, 30 and 60. Your MP bonus is 3x your level, and increases by 1x your level at level 30. Specialties:

Arcane Mysteries: Holy: Requires Fire level 20 and character level 64. You gain the Holy Spell.

Arcane Mystery: Rebirth: Requires Fire level 20 and character level 64. You gain the Rebirth Spell.

Arcane Mystery: Shield: Requires Fire level 20 and character level 64. You gain the Shield Spell.


Heavenly Magic: Core Ability acquired at level 1. You gain one Heavenly Spell group: Light, Air or Purification. Specialties:

Heavenly Mastery: Requires Air level 3. You gain one Heavenly Spell group.

Heavenly Blessing: Requires Fire level 3 and Water level 5. You may affect target two characters with a single target Heavenly or Protective Spell if you spend twice the MP cost.

Heavenly Warrior: Requires Earth level 3. You can equip medium armor and the weapon Heavy Weapon & Shield. Your HP bonus increases to 4x your level, if it is not already higher.


Protective Magic: Core Ability acquired at level 15. You gain two Protective Spell groups: Elemental, Life, Protection, Shield or Images. Specialties:

Protective Mastery: Requires Earth level 7. You gain one Protective Spell group.

Magic Shield: Requires Air level 8 and Fire level 5. You can use Protective spells on yourself as Reaction when an enemy targets you with an action. Spells cast as Reaction end its effects at the end of the round.

Mana Armor: Requires Earth and Water level 10. As a free action at the beginning of each round, you can erect a magical shield on yourself that lasts one round. Whenever you take damage with this shield on, you lose MP instead of HP. If your MP is zero, you lose HP as normal.


Psychic Magic: Core Ability acquired at level 30. You gain one Psychic Spell group: Madness, Enchantment or Vulnerability. Specialties:

Psychic Mastery: Requires Fire and Water level 11. You gain one Psychic Spell group.

Asceticism: Requires Earth level 8 and Air level 10. Even if you have the Stone, Berserk and/or Stop statuses, you can act normally if your action remove the status.

Elemental Blessing: Requires level 8 in and 12 in Fire. Choose an element. You gain the Resist status for that element permanently.


Time Mage

An magician expert in time and cosmic magic, able to manipulate the battlefield and use spells that support your allies and hinder your enemies. Like all magicians, its main attributes are Fire and Water. His spells can change the flow of battle, but ultimately the power of the Time Mage relies not in wining the battles directly, but indirectly giving your group the tools to do so.The list of spells and your description is in the Spells chapter.

Skills

Arcane Studies: Core Ability acquired at level 1. You can equip light armor and the following weapons: Claws / Gloves; Light Swords / Knives; Staffs; Wands. Your HP bonus is 3x your level, and increases by 1x your level at levels 15, 30 and 60. Your bonus MP is 3x your level, and increases by 1x your level at level 30. His modifiers are:

Arcane Mystery: Old: Requires Fire level 20 and character level 64. You gain the Old Spell.

Arcane Mystery: Meteor: Requires Fire level 20 and character level 64. You gain the Meteor Spell.

Arcane Mysteries: Time Stop: Requires Fire level and character level 64. You gain the Time Stop Spell.

Astral Magic: Core Ability acquired at level 1. You gain an Astral Spell group: Cosmic, Teleport or Gravity. Specialties:

Cosmic Mastery: Requires Fire level 5. You gain one Astral Spell group.

Phase: Requires Water level 5. Gain the reaction !Phase. Use this reaction when you receive a physical attack. Make a Fire vs (the greater of Earth and Air) attack, difficulty 50. If you succeed, you teleport away and the attack has no effect on you.

Arcane Archer: Requires Air level 3. You can equip medium armor and Bows.


Subtle Magic: Core Ability acquired at level 1. You gain one Subtle Spell group: Slow, Weaken, Strengthen or Flight. Specialties:

Subtle Mastery: Requires Air level 6. You gain one Subtle Spell group.

Levitation: Requires Fire level 5. You gain the Float status permanently.

Procrastination: Requires Earth level 8. Gain the free reaction !Delay. Once per round, when an ally or opponent cast a Spell, you can use this reaction. The Spell has no effect. At the start of next round, its effects happen normally.


Void Magic: Core Ability acquired at level 15. You gain one Void Spell Group: Speed or Meteors. Specialties:

Void Mastery: Requires Fire and Water level 9. You gain one Void Spell group.

Acceleration: Requires Air level 10. After casting a Void Spell, you may reduce one of your initiative dice’s value by 1, to a minimum of the current phase.

Ethereal Body: Requires Earth level 6. With an action, you can become ethereal, gaining the Resist status for the Cut, Puncture and Crush elements, but the Vulnerability status to all other elements. This effect lasts 8 hours.


Magical Inspiration: Core Ability acquired at level 30. You gain one Inspiration Spell Group: Regeneration, Paralysis or Divination. Specialties:

Inspiration Mastery: Requires Earth and Air level 7 and Fire level 10. You gain one Inspiration Spell Group.

Action and Reaction: Requires Water level 12. At the start of each combat, roll two d100. You can substitute any d100 roll by the result of one of these two dice. If you do, discard the used dice.

Fluid Time: Requires Air level 12. When rolling initiative, roll one extra dice. Before the round start, discard one of your initiative dice.

Bruno Carvalho
2015-07-30, 09:39 AM
Long time with no posting, but the project is not dead!

So lets keep on with the last two Main Jobs:

Rogue
An expert in surviving with what life throws at him. The class makes its own destiny, obtaining resources from where nobody expects. His main Stats are Air and Water. His skills strengthen the group, making their allies better prepared to face their challenges. Many of their skills are related to luck and may have unpredictable results.

Skills

Survivalist: Core Ability acquired at level 1. You can equip medium armor, and the following weapons: Polearms; Light Sword / Knife;Rifles / Crossbows and Throwing Weapons.Your HP bonus is 4x your level, and increases by 1x your level at levels 15, 30 and 60. Your bonus MP is zero, and increases by 1x your level at level 30. Specialties:

Steal: Requires Air level 3. You gain the Quick physical action!Steal. This action allows you to gain items stealing them of your opponents. Perform an Air vs Air attack, difficulty 50. If successful, you gain the target’s Common item. In case of a critical hit, you acquire the Rare item instead. See the Equipment chapter for more details.

Gilionaire: Requires Water level 3. Whenever you gain a Gil reward, you earn 25% extra Gil.

Treasure Hunter: Requires level 3 in Fire. Whenever you win a combat, you may roll again for spoils. This gives you more chances of earning items at the end of combats. See Equipment chapter for more details.


Clinical Eye: Core Ability acquired at level 1. This ability represents the Rogue's ability to find weak points and details about their opponents. However, each Rogue develops a peculiar point of view, able to perceive different aspects. You gain one of the following:

!Detectis a Quick magical action. Using it, perform a Water vs Water attack, difficulty 0. If successful, you discover the target’s maximum and current HP and MP, their Stat levels, and their status Vulnerabilities,Resistances and Immunities.

!Peep is a Quick magical action. Using it, perform a Water vs Water attack, difficulty 0. If successful, you discover the target’s maximum and current HP and MP, and their elemental Vulnerabilities, Resistances, Immunities and Absorption.

!Lucky Odds is also a Quick magical action. Using it, perform a Water vs Water attack, difficulty 0. If successful, you discover the target’s maximum and current HP and MP target, and what their Common and Rare items. You may swap the target‘s Common and Rare items, so the Common becomes Rare and vice-versa.

Regardless of the chosen action, the Specialties are:

Feint: Requires Air and Fire level 5. Whenever an opponent reacts to your action, you can force him to re-roll the reaction.

Fight Another Day: Requires Air level 6. The difficulty of your !Escape action is reduced to zero.

Karma: Requires Earth level 7. You gain the reaction !Karma. It may be used when you suffer the effects of a critical hit. By using, you cast a revenge curse muttered under your breath against the opponent who struck you. Choose an element: Fire, Ice, Lightning, Water, Air, Poison, Earth, Light or Shadow. The opponent who attacked you lose any Absorptions, Immunities and Resistances of the chosen element and gains Vulnerability to the element. This effect lasts 3 rounds.

Dice: Core Ability acquired at level 15. You gain the Quick magical action !Dice. This action casts ghostly die to haunt the target. Perform a Water vs Earth attack, difficulty 0. The opponent suffers Crush-elemental damage equal to the d100 result, ignoring their Magic Armor. In case of a critical hit, consider the opponent had a critical hit against you and you suffer Crush-elemental damage component equal to the d100 result, considering your Magic Armor as usual. Specialties:

Arcane Trickster: Requires Water level 10. Increase your MP bonus by 1x your level. In addition, you gain one of the following Spell groups: Transformation, Poison, Images, Teleport, Weaken or Slow.

Dismantle: Requires Fire level 10. You gain the Quick magic action !Dismantle. You use your machines and technology mastery to disarm threats. Perform a Fire vs Earth attack, difficulty 80, against a target. If the target is a construct (such as a golem) or machine (a robot for example), it is instantly reduced to 0 HP. Treat this effect as a Fatal type status.

Gambler: Requires Air level 10. You gain the Quick action !Moogle Reels. Do 3 Water vs Fire (the greater between opponents’) attacks, difficulty 50. If all fail, you suffer the Confuse status until the end of the next round. If successful in just one, you realize the !Attack action against a random opponent. If successful in exactly two, you deal magical damage of a random element in all opponents equal to 10 x Water level. If successful in all three, you inflict the Confuse, Slow and Poison statuses on all opponents until the end of the next round.

Invention: Core Ability acquired at level 24. When purchasing weapons and armor, you can change their properties to equivalent ones. Elemental damage can be exchanged for any other element. (Monster) Destroyer and (Monster) Killer may change the type of monster to any other type. Critical Spell, Imbued Spell and Arcane Focus can change its Spell to any other Spell of the same level or lower. Auto- Resistance, Vulnerability, Immunity or Absorption of Crush, Puncture or Cut can be exchanged for another of these three elements. Auto-Resistance, Vulnerability, Immunity or Absorption of other elements can be exchanged for another element except Crush, Puncture or Cut. The weapons who give extra damage based on a Stat can change it to another Stat, except the weapon’s Offensive Stat. Finally, Auto-Status, SOS-Status, Status Resistance, Status Immunity, Status Touch and Status Strike can swap the Status within the following power levels:
I: Sleep, Blind, Strengthen (Speed ), Weaken (Speed), Poison.
II: Weaken (Armor), Weaken (Mental), Weaken (Physical), Weaken (Magic), Strengthen (Armor) Strengthen (Spirit), Strengthen (Magic,) Strengthen (Physical), Immobilize, Float, Slow.
III: Haste, Condemn, Confuse, Disable, Shell, Protect, Berserk, Image, Reraise, Mute, Premonition, Virus, Flight.
IV: Charm, Helpless, Invisible, Death, Wall, Stop, Stone, Reflex, Frog, Zombie.
In addition, at any time out of combat, you can pay half weapon’s or armor’s Gil cost to change its properties, as if you just had bought that equipment. Specialties:

Steal the Spotlight: Requires Earth level 6 and Water level 11.You can spend allies’ initiative dice to act if that ally allows it.

Lucky Number: Requires Air and Fire level 10. Whenever you roll a result 77 or 07 in a d100, you are successful, regardless of the difficulty. In addition, you gain the reaction !Lucky Seven. Use after your character suffers damage from an attack and if the last digit of your HP is 7. Attack the opponent who attacked you with a Water vs Water attack, difficulty 77. If you fail, deal 7 damage. If successful, deal 77 damage. In case of a critical hit, deal 777 damage. This attack ignores Armor. You need not to spend initiative dice to use this reaction.

Abandon Subtlety: Requires Air level 13. Whenever you use the !Stealaction, successful or not, you may perform the !Attack action as a free action against the same target.

Charity’s Lesson: Core Ability acquired at level 42. You gain the Ranged Quick physical action !Gil Toss. If money is power, the Rogue shows it in the most direct way possible! With this action, you can throw any number of Gil against your targets. You perform an Air vs Air attack, difficulty 0, against all opponents. For every 100 Gil spent, deal 1x Air level Puncture-elemental damage, split evenly among all targets hit. Gil spent this way is irretrievably lost. !Gil Toss can’t deal more than 999 damage to each target. Specialties:

Jackpot: Requires Air and Fire level 12. Acquire the Quick action !Chocobo Reels. Do 3 Water vs Earth (the greater between opponents’) attacks, difficulty 50. If all fail, you suffer the Condemned status until the end of the next round. If successful in just one, you cast the Cura Spell, even if you don’t know it. If successful in exactly two, you deal physical damage of a random element in all opponents equal to 20 x Water level. If successful in all 3, you inflict the Shell, Protect and Haste statuses in all allies until the end of the next round.

Counter Theft: Requires Air and Earth level 12. You may use the !Steal action as a reaction when suffering a melee physical attack, even if you don’t have the Steal Specialty. You may not perform any other attack during this reaction, even if you have the Abandon Subtlety Specialty.

Steal Heart: Requires Air and Water level 12. You gain the Ranged Quick magical action !Steal Heart. With your charm, your opponents become infatuated. Make a Water vs Fire attack, difficulty 80, inflicting the Charm status on a target until the end of round, if successful.

Measured Risks: Core Ability acquired at level 60. Once per round, if your current HP is 25% or less of your max HP, you may perform a reaction as a free action. If, for any reason, your current HP become greater than 25% of your max HP, and then drop below that limit again, you may use this Ability again in the same round. Specialties:

Footwork: Requires Air level 20. At the beginning of each round, you gain an extra initiative dice with the value 10.

Distract: Requires Fire level 20. You gain the Ranged Quick physical action !Distract. Distracting the target, you expose its weaknesses. Make a Fire vs Fire attack, difficulty 50. If successful, inflict the Meltdown status until the end of the round.

Magic Reels: Requires Water level 20. You gain the Quick action !Magic Reels. Do 3 Water vs Water (the greater between opponents’) attacks, difficulty 50. If all fail, you are reduced to 0 HP and your opponents recover HP equal to the amount of HP you lost. If successful in at least one, you cast a random Spell without spending MP, even if you don’t know it. Roll 1d10 and compare to the table below to see what Spell will be cast. For each critical hit, the Spell is cast again, up to 4 Spell casts if you obtain 3 critical hits.



D10 roll
1 Hit
2 Hit
3 Hit


1
Demi
Quarter
Black Hole


2
Speed Up
Haste
Flight


3
Blizzara
Blizzaga
Freeze


4
Fira
Firaga
Meltdown


5
Thundara
Thundaga
Overcharge


6
Petrify
Toad
Stone


7
Slow
Slowga
Stop


8
Bio
Venom
Virus


9
Aera
Aeraga
Whirlwind


10
Reset
Remove
X-Zone





Artist
For these free souls, life is a stage, and their art can wield supernatural effects. Their main Stat is Water, but an Artist can find all four Stats useful. Their skills vary greatly depending on the type of performances he can use: Dance, Song or Mimicry. The list of performances and its description is in the Spells chapter.
Skills

Strenght of Character: Core Ability acquired at level 1. You can equip medium armor, and the following weapons: Glaws / Gloves; Light sword / Knife; Instruments and Throwing Weapons.Your HP bonus is 4x your level, and increases by 1x your level at levels 15, 30 and 60. Your MP bonus is zero, and increases by 1x your level at level 30. Specialties:

Singular Courage: Requires Air level 3. You gain the Quick action !Hide. Using it, you courageously search for the nearest hiding place and inflict the Vanish status to yourself until the end of the round. If you do any other action before the end of the round, you lose the Vanish status.

Seduction: Requires Water level 4. You gain the reaction !Flirt. It may be used when you are the sole target of an attack. You perform a Water vs Fire attack, difficulty 0. If successful, you must designate a new valid target for the attack, chosen among your allies. In case of a critical hit, the new target does not need to be chosen among your allies. If there is no other valid target, this reaction automatically fails.

Roll with the Blow: Requires Earth level 5. You resist Crush-elemental damage.

Artistic Niche: Core Ability acquired at level 1. You learn first level performances, and gain one of the following actions: !Dance, !Sing or !Mimic. This choice will decisively influence your skills.

!Dance gives you access to physical performances focused on your opponents, causing injury, reducing their ability to fight and helping you to get rid of your enemies. By declaring this action, you can use a Dance-type known performance.

!Sing gives you access to magical performances focused on your allies, increasing their fighting skills, protecting them and turning you into a powerful support to your teammates.By declaring this action, you can use a Song-type known performance.

!Mimic have performances that allow you to emulate your allies and opponents, being the most unpredictable of the three actions. The power of a mime is the power of his opponents and teammates, and he becomes stronger according to the challenges it faces. By declaring this action, you can use a Mimic-type known performance.

Regardless of the chosen action, the Specialties are:

Juggler: Requires Air level 3. Choose one of the following weapon types: Heavy Weapon, Polearm, Staff or Wand. You may equip it. In addition, you gain the Ranged Quick action !Throw . You throw your weapon, even if it seems impossible! Perform a weapon attack. During this attack, the weapon uses Air level to calculate damage instead of its Offensive Attribute, dealing 150% weapon damage. After the attack, the weapon is lost and can only be recovered at the end of combat. In case of a critical hit, this Ability deals double weapon damage, rather than 150%.

Illusionist: Requires Fire level 5. Your MP bonus becomes equal to your level (if not greater). In addition, you gain access to one of the following Spell groups: Images, Transformation, Strengthen, Flight, Weaken or Purification.

Legendary Tale: Requires Earth and Air level 3. You gain the reaction !Legend. Once per round, when an ally is successful in an action, you can roll 1d10. If you roll a 1, the ally’s action fails. If you roll a 9 or 10, the ally’s action becomes a critical hit. You need not to spend initiative dice to use this reaction.

Supporting Role: Core Ability acquired at level 15. You learn second level performances.

Eclectic Artist: Requires Fire level 8 and Water level 10. Choose Dance, Song or Mimic. You may use first level performances of the chosen type even without the required action.

Phlegm: Requires Earth level 12. Whenever you are hit by an action which inflicts negative status, its effects only take place in the start of the next round. The status’ duration is also accordingly increased. This Specialty does not affect damage taken.

Inspiration: Requires Air level 10 in and Water level 7. Once per round, when you deal a critical hit, gain an extra initiative dice with the value 10


Fame: Core Ability acquired at level 24. You learn third level performances.

Narcissism: Requires Fire and Water level 10. You become immune to the Charm, Confuse and Sleep statuses.

Perfectionism: Requires Earth, Air and Water level 9. Choose Dance, Song or Mimic. You may use second level performances of the chosen type even without the required action.

Undue Criticism: Requires Earth and Air level 10. You gain fast magic action !Hater. When used, it allows you to show all conceivable defects of your target. Perform a Water vs Fire attack, difficulty 80. If you are successful, inflict the Berserk status until the end of the next round.
Protagonist: Core Ability acquired at level 42. You learn fourth level performances.

Multitalented: Requires Fire level 10 and Water level 13. Choose Dance, Song or Mimic. You may use third level performances of the chosen type even without the required action.

Encouragement: Requires Earth and Air level 10 and Water level 12. You gain the reaction !Do Over. Use this action after an ally roll an attack. Your ally re-roll the attack.

Arcane Heart: Requires Fire level 14. Your MP bonus becomes twice your level (if not greater). In addition, you gain access to one of the following Spell groups: Shield, Protection, Regeneration or Divination.

Stardom: Core Ability acquired at level 60. You learn fifth level performances.

Artistic Mastery: Requires Water level 20. Choose Dance, Song or Mimic.You may use fourth level performances of the chosen type even without the required action.

Powerful Chord: Requires Earth level 20. Whenever you perform the !Attack action, you can choose whether it will be physical or magical, regardless of the equipped weapon. In addition, add twice your Earth level to the damage dealt.

Dedicated Fans: Requires Air level 20. When you suffer damage or an attack, you may, as reaction, force an ally to use a reaction he could use if he had suffered damage or the attack. That ally needs not to spend an initiative dice to use his reaction. Also, your allies may use their reactions when you suffer damage or an attack, as if the damage or the attack had affected that ally. In both cases, if the ally’s reaction fails, you suffer the attack’s effects normally.

Bruno Carvalho
2015-07-31, 05:58 PM
Big update this time: the Secondary Jobs!

As I said earlier, every character must choose 2 jobs - a Main a Secondary. Thus far, with 9 Main Jobs (Warrior, Archer, Monk, Adept, Black Mage, White Mage, Time Mage, Rogue and Artist) and 8 Secondary Jobs, we're up to 72 possible unique combinations (and there is an extra Main Job in the first supplement). So, without further ado, lets move on to the Secondary Jobs!

Secondary Jobs


Alchemist

Items and potions specialist, able to use consumables with their full potential. Its main Stat is Water. Be an Alchemist if you want your character to be more durable, capable of staying alive longer and use items offensively better.

Skills

Quick Hands: Core Ability acquired at level 1. !Draw is a free action for you. You still need to spend initiative dice normally to use items or replace equipment. Specialties:

Combat Medic: Requires Fire level 3. You can equip medium armor and the flowing weapons: Rifles / Crossbows.

Impromptu Mage: Requires water level 5. Whenever you use an item that casts a Spell, you can use your Water Stat, rather than the Fire Stat, to calculate its effects.

Treatment: Requires Earth level 5. You gain access to the Quick action !Treatment. With it, you suppress bad conditions on a target, helping him to overcome his discomfort. Supress all negative status effects on the target until the end of the round. This does not extend the status’ duration.


Pharmacology: Core Ability acquired at level 19. Whenever you use an item to recover HP or MP, double its effects. Specialties:

Alchemical Fire: Requires Air level 12. Whenever you use a consumable that deals damage, the item does 10% extra damage at the end of the round, ignoring Armor or Magic Armor.

Vaccination: Requires Water level 12. When using an item to cure status, the target is immune to the cured status effect for 2 rounds.

Poison Distilling: Requires Fire level 12. When using a consumable that inflicts negative status effects, the inflicted status lasts one extra round.


Distribute: Core Ability acquired at level 35. Whenever you heal someone, the amount that exceeds its maximum HP is divided equally between you and all allies except the character that was initially cured. Distribute does not affect healing effects that target more than one target. Specialties:

Mix: Requires Fire level 16. You gain the Slow (1) action !Mix. You can mix two items and use them in a single action. If mixing two identical healing items, you generate the effect of the next higher level item (for example, two Potions turn into a Hi-Potion). If you mix two different healing items, you generate the effect of the cheapest item in the whole Group (Mixing a Soft and Tonic creates the effect of Tonic in the Group). If you mix two identical battle items, you cast the next strongest spell of the same group (two Bomb Fragment cast the Spell Fira). If you mix two different battle items, you cast the weakest magic against the Group (using the single target damage if the spell deals reduced damage to groups). Special cases may be examined individually by the GM and cause unique effects.

Alchemical Tenacity: Requires Earth and Water level 14. Increase your HP bonus by 1x your level and your MP bonus by 1x your level.


Unstable Potion: Core Ability acquired at level 50. At the beginning of each day, you can choose to sample an unstable potion, using yourself as a guinea pig. If you do, choose one of the Transformation type negative statuses. You become vulnerable to it and resistant to all other Transformation type statuses. Any other effects that give you resistance or immunity to the chosen status automatically fail, even from equipment. This effect lasts the entire day. Specialties:

Double Item: Requires Air level 18. You gain the Quick action !W-Item. With it, you may use two drawn items with only one action.

Auto-Potion: Requires Earth level 18. You gain the reaction !Auto-Potion. You can use it when you suffer an attack. You draw an item from your inventory and use it on yourself. The item’s effects happen after the effects of the attack you suffered.

Berserker

Through offensive maneuvers, a Berserker believes that the best defense is a good offense, and try to cause as much damage as quickly as possible. Water is an important Stat to this class. Be a Berserker if you want to increase your ability to cause physical damage as soon as possible; after all, dead enemies don’t fight.

Skills

Counter Attack: Core Ability acquired at level 1. After suffering the damage of a physical attack, you can discard any initiative die to perform the !Attack action against the character who attacked you. Specialties:

Hamedo: Requires Air level 6 and Fire level 5. You gain access to the reaction !Hamedo. Use after being targeted by an attack. Perform the !Attack action against the character targeting you. If the target drops to 0 HP or for any reason can not attack you after suffering your attack, his action is spent without causing any effect.

Riposte: Requires Earth level 6 and Water level 4. After receiving a physical attack, you may use your Counter Attack even if the attack fails for any reason.

Kharmic Strike: Requires Earth and Air level 5. During your Counter Attack, you ignore the target’s Flight status. Increase the difficulty of reactions to your Counter Attack by 30.


Provoke: Core Ability acquired at level 19. You gain the Quick magical action !Provoke. Insult your opponent, causing him to attack you or lose focus. Make a Water vs Fire attack, difficulty 20. If successful, until the end of the next round, if the targeted enemy doesn’t include you as a target in any of his attacks, you may perform the !Attack action against him as a free action after the enemy’s action. Specialties:

Ignore the Pain: Requires Earth level 16. Increase your Armor by 50% against attacks made by enemies under the effect of the !Provoke action.

Howl: Requires Fire level 10. You gain the Ranged Quick magical action !Howl. Roaring to intimidate your opponents, you make them more vulnerable to magical effects. Perform a Water vs Water attack, difficulty 50. This action causes the Weaken (Mental) status on a target until the end of the next round.

Sovereign Mind: Requires Earth level 9 and Fire level 7. When performing your Counter Attack, instead of the !Attack action , you may use any of your actions that that can target the opponent, provided the action is not Slow or a Spell.


Fury: Core Ability acquired at level 35. While your current HP is 25% of your max HP or less, you gain the Strengthen (Physical) status. You lose this status if your current HP is more than 25% of your max HP for any reason. In addition, you gain the Dispel Spell at level 40. Specialties:

Bloodlust: Requires Water level 12. While your current HP is 25% of your max HP or less, your allies gain the Strengthen (Physical) status. Your allies lose this status if your current HP is more than 25% of your max HP for any reason.

Critical Comeback: Requires Air level 14 and Water level 12. Whenever you suffer a critical hit, gain an extra initiative dice with the value 10.


Unwavering Fury: Core Ability acquired at level 50. Once per round, when you suffer a physical attack, you can increase or decrease by one the d100 result. Specialties:

Furious Madness: Requires Earth level 18. You may, as an action, inflict the Berserk status on yourself until the end of the round. Also, whenever you are under the Berserk status, you also gain the Strengthen (Physical) status for the same duration. Finally, while you are under the Berserk status, you may use the !Attack, !Hamedo, !Howl and !Provoke actions, if you have them, instead of only the !Attack action.

Rage Magic: Requires Fire level 18. You can use your Counter Attack when hit by Spells and magical attacks. Also, whenever you use a Spell that deals damage, you may spend 25% extra MP after rolling the spell attack. If you do, the Spell may have critical hits, dealing twice damage. Finally, if you have the Sovereign Mind Ability, you may use Spells to Counter Attack, if the Spell targets the opponent.


Defender

With cover and protective maneuvers, a Defender seeks to protect its allies against attacks, often placing himself in danger. Its main Stat is Earth. Be a Defender if you want to protect your allies, shielding them from damage or negative status effects.
Skills

Cover: Core Ability acquired at level 1. You gain the reaction !Cover. Use it when an ally is hit by a physical attack. You suffer the effects of the attack, rather than the ally. As a free action, you can use another reaction against the attack, if able. Specialties:

Sentinel: Requires Earth level 5. As a free action, when an ally with current HP equal to or less than 25% or his max HP undergo a physical attack, you may suffer the attack instead of the original target.

Arcane Defense: Requires Water level 4. You may use !Cover to react when an ally suffers a magical attack or Spell.

Armor Training: Requires Earth level 3. Choose light, medium or heavy armor. You may equip the chosen armor.


Share the Pain: Core Ability acquired at level 19. You gain the reaction !SharedPain . Use when hit by a Melee physical attack. Do an Earth vs Earth attack, difficulty 80. If successful, after reducing the damage by your Armor, split the damage evenly between you and the opponent who attacked you, bypassing the opponent's Armor. Specialties:

Healing Wind: Requires Fire and Water level 5. Increase your MP bonus by 1x your level. In addition, you gain the Healing Spell group. Your Healing group Spells cost double MP and target you and all your allies rather than a single target (using single-target healing value for you and each ally).

Defensive Mastery: Requires Earth, Air and Fire level 8. Reduce by 20 the difficulty of any reaction you perform.

Noble Sacrifice: Requires Earth level 12. As a free action, when an ally suffer an attack that inflicts Fatal type status, you may suffer its effects instead. When using Noble Sacrifice, ignore your immunities.


Astra: Core Ability acquired Base at level 35. You gain the Astra Spell. Specialties:

Astraga: Requires Earth and Fire level 13. You gain the Astraga Spell.

Perseus’ Mirror: Requires Air and Water level 13. Whenever a status caused by an opponent is blocked by the Astra Spell, you can spend an initiative dice to repeat the blocked attack using that opponent as target.


Immortal Body: Core Ability acquired at level 50. At the start of each combat, you gain the Reraise status. Specialties:

Immortal Soul: Requires Water level 18. You gain the Great Gospel Spell.

Immortal Technique: Requires Air level 18. Choose a reaction from of any Job. You gain that reaction.


Dervish


Offensive Job, focused on fighting with two weapons to strike fast and often. Its main Stat is Air. Be a Dervish if you want to increase the amount and speed of your actions and be a great physical damage dealer.

Skills
Ambidexterity: Core Ability acquired at level 1. You may equip Two Weapons. Specialties:

Quick Draw: Requires level Air 3. Once per round as a free action, you can draw and switch weapons.

Killer’s Garments: Requires level 1. You may equip medium armor and Throwing Weapons.

Deadly Dance: Requires Air level 5 and Fire level 4. Whenever you hit the !Attack action, you may lower the value of one of your initiative die by 1, to a minimum of the current phase.

Critical Speed: Core Ability acquired at level 19. While your current HP is 25% of your max HP or less, you gain the Haste status. You lose this status if your current HP is more than 25% of your max HP for any reason. Specialties:

Blade Barrier: Requires Earth and Water level 6. The best defense is a good offense. Add your Air level to your Armor and your Fire level to your Magic Armor.

Danger Zone: Requires Air and Fire level 6. At the beginning of each round, you may spend HP equal to 25% of your max HP to receive the Haste status during this round.

Two-Weapon Defense:Requires Fire level 9 and Water level 5. You gain the reaction !Double Parry. Use when hit by a Melee physical attack. Do an (the greater of Air or Earth) vs Earth attack, difficulty 50. If successful, you ignore the attack’s effects.

Deadly Accuracy: Core Ability acquired at level 35. After rolling an attack, you may reduce or increase by 1 the d100 result. Specialties:

Deep Cut: Requires Air level 16. When you attain a critical hit with an action that deals damage, ignore the target ‘s Armor and Magical Armor.

Zen Focus: Requires Earth, Air, Fire and Water level 8. At the beginning of each round, you may choose one of your initiative die’s value instead of rolling it.


Fierce Assault: Core Ability acquired at level 50. If, on the same phase, you can act more than once, you can perform these actions together. If you do and deal damage, you may add all damage dealt before reducing it by the target‘s Armor or Magic Armor. Regardless of how many attacks you do, reduce the Armor or Magic Armor only once. Specialties:

Rain of Blows: Requires level 18 in air. Once per round, after being successful with the !Attack action, you may repeat the action as a free action.

Precise Hits: Requires Earth level 18. Once per round, you may re-roll an attack when using a physical or magical action.

Fencer

Defensive job that believes that the best way of not dying is being out of the way of attacks. Its main Stat is Air. Be a Duelist if you want to dodge the attacks of your opponents, especially their missiles, thus increasing your and your allies’ survival.

Skills
Block Projectiles: Core Ability acquired at level 1. You may equip medium armor and gain the reaction !Arrow Guard. When you are hit by a Ranged attack, make a Air vs Air attack, difficulty 40. If successful, you don’t attack’s effects. This does not affect Spells. Specialties:

Lightning Strike: Requires Fire level 4. Opponents can not use interrupt actions to react to your attacks.

Slim Target: Requires Air level 4. Once per round, you can use a reaction by spending your lower initiative dice, rather than a current phase dice. In addition, you may equip Light Sword / Knives.

Swarm Attack: Requires Earth and Water level 3. You gain the Quick physical action !Swarmstrike. Make an Air vs Earth attack, difficulty 50. If successful, inflict the Poison status in the target in this and the next two rounds.


Preemptive Attack: Core Ability acquired at level 19. After rolling initiative, you may change one of your dice’s value to 1. Specialties:

Return Fire: Requires Fire level 12. Whenever you have success with the !Arrow Guard reaction, you may discard one initiative dice to perform the !Attack action against the enemy that attacked you.

Coverage: Requires Water level 12. Your !Arrow Guard reaction may be used when an ally suffer a Ranged attack. If you succeed, your ally doesn’t suffer the attack’s effect.

False Weakness: Requires Earth level 12. When your !Arrow Guard reaction succeeds, you may force the opponent to discard a initiative dice and repeat the attack against you.


Slippery: Core Ability acquired at level 35. Whenever you are targeted by a Spell that does not deals damage, you may increase by 25 the difficulty of that Spell. Specialties:

Divert Attention: Requires Air level 16. You receive the Vanish status during the first 3 phases of each round.

Just a Scratch: Requires Earth level 12 and Fire level 14. The first time in each round you suffer a critical hit, ignore the effects of critical hit (if any). The attack does its normal effects. You may still count as if it had been a critical hit for the purposes of other Abilities.


Total Defense: Core Ability acquired at level 50. You may postpone any number of actions, instead of only one. Specialties:

Water Dancer: Requires Fire level 18. Every time in a round you suffer an attack after the first, reduce by 5, cumulatively, the difficulty for your reactions. It is irrelevant whether the attack hit or missed, and if you used a reaction or not. The minimum difficulty for your reactions is zero. In the start of the next round, the difficulty of your reactions revert back to normal.

Lethal Precision: Requires Water level 18. If you discard an initiative dice after rolling an attack that may not have critical hits, you deal double damage in case of a critical hit. This ability may not be used with Spells.

Phalanx

Defensive Job, specialized on protecting themselves and reducing physical damage. His main Stat is Earth. Be a Phalanx if you want to protect yourself from physical harm, increasing your capacity to face opponents focused on this type of damage.

Skills
Impenetrable: Core Ability acquired Base at level 1. You may equip heavy armor and gain the reaction !Third Eye. When you are hit by an Melee attack, perform an Earth vs Air attack, difficulty 50. If you are successful, the attack fails. This does not affect Spells. Specialties:

Martial Training: Requires Earth level 3. Choose two types of weapons: Heavy Weapons, Polearms, Heavy Weapon & Shield or Throwing Weapons. You may equip the selected weapons.

Excessive Force: Requires Air level 5. Whenever you deal a critical hit against an opponent preparing a Slow action, cancel the Slow action.

Willpower: Requires Fire level 4. Your HP bonus becomes equal to 5x your level, if not already greater.

Tireless: Core Ability acquired at level 19. While your current HP is 25% of your max HP or less, you gain the Protect status. You lose this status if your current HP is more than 25% of your max HP for any reason. Specialties:

Inspiring Courage: Requires Earth level 12. While your current HP is 25% of your max HP or less, your allies gain the Protect status. Your allies lose this status if your current HP is more than 25% of your max HP for any reason.

Preventive Defense: Requires Water level 15. Your Tireless ability activate when your current HP is 50% of maximum, instead of 25%.

Bonebreaker: Requires Fire level 15. Once per phase, if your current HP is 25% of your max HP or less when you use the !Attack action against an opponent that dealt you physical damage this phase, you deal 150% weapon damage if it is not a critical hit.

Unshakable: Core Ability acquired at level 35. You gain the reaction !Shield Wall. When you and at least one ally are hit by an attack that deals physical damage, perform an Earth vs Fire attack, difficulty 80. Your allies don’t suffer the attack’s effects regardless of the die result. If you fail, for each of the attack’s targets, you suffer the attack’s effects. If you are successful, for each of the attack’s targets, you suffer the 50% of attack’s damage. If you have a critical hit, you suffer the attack’s effects only once.

Runic Shield: Requires Fire and Water level 12. You may use your !Shield Wall reaction against magical damage attacks.

Reinforced Shield: Requires Earth and Air level 13. Whenever you are successful with the !Shield Wall reaction, you gain the Strengthen (Armor) status until the end of the round.

Indestructible: Core Ability acquired at level 50. Whenever you are hit by an effect that gives a Barrier type positive status, increase by a round its duration. Specialties:

Scream: Requires Earth level 18. You gain the reaction !Scream. Use it when you suffer an attack that inflicts a negative status effect. Perform a Water vs (the greater between Air or Fire) attack, difficulty 80. If successful, the attack don’t inflict any negative status and, if the attack did damage, you recover HP equal to twice the damage dealt.

Uncontrollable: Requires Water level 18. You gain the Slow (3) physical action !Meatbone Slash . Putting all your weight behind the strike, you perform an weapon attack. If successful, the target takes damage equal to your maximum HP, or 999, whichever is less.
Rune Knight

This Job is focused on neutralizing mages, able to prevent the casting of spells and avoiding its effects. Its main Stat is Fire. Be a Rune Knght if you want to protect yourself from harmful magic effects, and have the tools to overcome enemies whose power comes from magical abilities.
Skills

Defensive Runes: Ability acquired Base at level 1. You may equip light armor, and gain the reaction !Runic. Use it when hit by a Spell or a magical attack. Perform a Fire vs Fire attack, difficulty 50. If successful, the attack or magic has no effect.

Magic Drain: Requires Water level 4. If you suceeed with !Runic, recover the same amount of MP spent by the opponent.

Runic Area: Requires Fire level 5. Your reaction !Runic may also be used when a Spell or magical attack hits an ally.

Offensive Runes: Requires Air level 4. Your reaction !Runic may also be used when a Spell or magical attack hits an opponent.


Spell Protection: Core Ability acquired at level 19. While your current HP is 25% of your max HP or less, you gain the Shell status. You lose this status if your current HP is more than 25% of your max HP for any reason. Specialties:

Protection Circle: Requires Earth level 12. While your current HP is 25% of your max HP or less, your allies gain the Shell status. Your allies lose this status if your current HP is more than 25% of your max HP for any reason.

Enhanced Protection: Requires Water level 12. Your Spell Protection ability activate when your current HP is 50% of maximum, instead of 25%.

Desperate Blow: Requires Fire level 12. You gain the Ranged Quick physical action !Magic Ruin. You may only use it if your current HP is 25% of your max HP or less and if you have the Shell status. To use it, you lose the Shell status and launch a wave of energy. If you succeed in a weapon attack, the target loses MP equal to (your Max HP - your current HP), ignoring the target's armor. Regardless of sucess, your Spell Protection will not activate during the rest of the combat.

Dispel Magic: Core Ability acquired at level 35. You gain the Slow (1) magical action !Dispel Strike. Perform a weapon attack. If successful, in addition to damage, you use your runes to absorb the target’s magic, ending all the target’s positive status effects. If he has Auto-status or SOS-status, these effects are suppressed until the end of the round.

Selective Dispel: Requires Air level 16. Your !Dispel Strike ends all the target’s statuses , positive and negative, but you can choose which status effects you want to end and which will continue.

Anti-Magic Zone: Requires Fire level 14 and Water level 12. When you use your !Dispel Strike action, you may target all the other combatants, allies or enemies, but if you do, the action does not deals damage.

Return Magic: Core Ability acquired at level 50. When you successfully use !Runic to block a Spell, you may discard a initiative dice to cast the Spell you just blocked. You spend MP as usual, but you don’t need to have the Spell. Specialties:

Triple Magic: Requires Water level 18. You gain the reaction !Triple Magic. Use when suffering the effects of a Spell cast by an enemy. If, after suffering its effects, you may still cast Spells, spend MP equal to three times the Spell’s cost. If you do, you cast the Spell three times, each time against a random enemy target. Each target may be hit more than once. Even if the Spell originally targeted a group, when used with this reaction, it will affect a single target in each cast.

Spell Ruin: Requires Earth level 18. You gain the Quick physical action !Spell Ruin. Perform a weapon attack. If successful, deal 150% weapon damage, and then the target loses an MP amount equal to the HP lost.

Wizard

This arcane Job gives Spells to characters that usually do not possess magical abilities or strengthens the magicians granting them more options. Fire is the most important Stat. Be a Wizard if you want more versatility to choose various Spell effects.
Skills

Arcane Adept: Core Ability acquired at level 1. Your MP bonus becomes equal to your level (if not already greater). Additionally, you gain one of the following a Spell groups: Lightning, Ice, Fire, Death, Transformation, Poison, Light, Air, Purification, Healing, Cosmic, Teleport, Gravity, Slow, Weaken, Strengthen or Flight. Specialties:

Armored Mage: Requires Earth level 3. You may equip heavy armor and Polearms.

Careful Casting: Requires Fire level 5. You may, as you cast a Spell, make it a Slow (3) action. Doing so will reduce by 20 its difficulty, to a minimum of zero.

Residual Energies: Requires Water level 6. Whenever you use a spell, residual energies permeate the environment for a round. You may consume them when casting a Spell to reduce it’s cost by 25%. Spells that consumed residual energies do not release residual energies.

Counter Magic: Core Skill acquired at level 19. . After suffering the effects of a Spell or magical attack done by an enemy, you can discard any initiative die to perform the !Attack action against the enemy who hit you.

Arcane Warrior: Requires Earth level 12. Once per round, after casting a Spell, you may perform the !Attack action against one of the Spell’s targets as a free action.

Dispel Barriers: Requires Water level 12. You gain the Ranged Slow (2) magical action !Shieldbreak. Firing pure magical energy waves, you destroy the defenses of allies and enemies. Make a Fire vs Water attack, Difficulty 75. All affected combatants, allies and enemies, lose the Shell and Reflect statuses.

Wild Magic: Requires Fire level 12. You may cast a spell on its wild form, as an Slow (4) action. The Spell’s difficulty becomes a d100 roll instead of a fixed number.


Silent Spell: Core Ability acquired at level 35. Once per round, even if suffering the Mute status, you may cast Spells normally.

Shape Elements: Requires Earth and Air level 14. When casting a Spell that deals damage, you may pay 25% extra MP to change its element to any other of your choice.

Force of Thought: Requires Fire and Water level 14. Choose and gain a Spell group.

Arcane Master: Ability acquired Base at level 50. Choose and gain a Spell group. Specialties:

Twincast: Requires Air level 18. You gain the Slow (1) action !W-Magic. Using it, you cast two Spells with one action. !W-Magic may not be used to cast spells whose MP costs, added, exceed 150.

Forbidden Arcana: Requires Water level 18. Choose a Arcane Mysteries Specialty of any Mage Job. You gain this Ability, even if you do not met the requirements.

Bruno Carvalho
2015-08-08, 05:18 PM
Here I am back with the state of this project!

Announcing one of the books is done! Of the three books, the CD 2 is the biggest (bigger than the CD 1 and the Forces of Nature expansion pack COMBINED) and most mechanical. This is why I decided to begin the translation with it. With the biggest book done, the other books will soon follow! So, without further ado (and still honestly saying PEACH), here is the FFRPG 4th Edition CD 2!

http://bit.ly/FFRPG4thCD2

JBPuffin
2015-08-08, 07:17 PM
Ooooh, shiny. I'll grab my copy and read and/or review ASAP. Thank you for your contribution to the FFRPG pool :smallsmile:.

Props are required - *claps*. The fact that combat 1. doesn't have to be its own system, but 2. is laid out as it is in its own book is sweet. Gear rules are good, combat clear. Offensive and Defensive Stats both being part of Weapons make them very important, and until I see how large your Stats get I can't say how important Armor is in comparison. Suffice to say, the combat system by itself is something. Will begin the character-creation frenzy once I have Book 1 in my hands. Good job and good luck :smallbiggrin:.

Bruno Carvalho
2015-08-09, 03:47 PM
Ooooh, shiny. I'll grab my copy and read and/or review ASAP. Thank you for your contribution to the FFRPG pool :smallsmile:.

Props are required - *claps*. The fact that combat 1. doesn't have to be its own system, but 2. is laid out as it is in its own book is sweet. Gear rules are good, combat clear. Offensive and Defensive Stats both being part of Weapons make them very important, and until I see how large your Stats get I can't say how important Armor is in comparison. Suffice to say, the combat system by itself is something. Will begin the character-creation frenzy once I have Book 1 in my hands. Good job and good luck :smallbiggrin:.


Thanks! I'm really waiting for this review :D

Anyway, as I said, i began with the second book as it's the bigger, and the hardest to translate. CD 1 is done (it is about 1/4 CD 2's pagecount) and ready for download!

http://bit.ly/FFRPG4thCD1

Bruno Carvalho
2015-08-11, 06:13 PM
Last book is translated! Download at will, and as always, PEACH!

http://bit.ly/FFRPG4thDLC1

Bruno Carvalho
2015-08-11, 07:14 PM
Last resource is translated to English! Here is the official Character Sheet, courtesy of Thiago Limaverde (who, by the way, is a great designer)!

http://bit.ly/FFRPG4thSheet

Hope you enjoy the game!

JBPuffin
2015-08-11, 08:19 PM
I have collected them all :P.

So, CD 1. It's surprisingly bare bones for a core rule document, but entire games have used less space so that's neither here nor there. My major concern is that there aren't any step-by-step examples of character, group or adventure design - I'd recommend one of each, maybe even just redesigning a classic group if you wish. Same with CD 2, but less of a concern. Main sticking points being how a player actually uses the XP they have - it just goes into stats, right? If a character splits 100 XP into each stat, is each Stat at Level 10? What's the character's Level? The experience table at the end is very confusing at a first glance and compounds the problem. It's messing with my mind :smalleek:.

CD 2 - like I said, it's fantastic. A step-by-step example for completeness' sake is welcome, though. That's about it.

Forces of Nature - Loving the simplification of the summoner, geomancer and blue mage, as I love all those classes in the games. Once again, some step-by-steps would help with demonstrating how this system works.

Basically, the system itself seems fine. Only thing that it needs is some places where you walk through and step-by-step show the reader how it all works. Once you have those, I don't see any major problems.

Bruno Carvalho
2015-08-11, 09:36 PM
Basically, the system itself seems fine. Only thing that it needs is some places where you walk through and step-by-step show the reader how it all works. Once you have those, I don't see any major problems.

Hm... Something along the lines of...

"JB wants to create a cute-but-dangerous Geodancer moogle. So he begins with his name, of course JBMog, and looks at his Group's Traits. The Returners, as his group calls itself, have the Nemesis (Empire), People's Hero and Sense of Duty (Banon) traits. JBMog doesn't like that Banon guy, so he decides to have the Nemesis (Empire) and People's Hero Traits. To round it up, he fetches one last trait: Protégé (Narshe Mines); He'll fight to protect his people at the Narshe mines.

Looking at the Quirks, he quickly comes with a good idea of his character: The Moogle (racial) is mandatory for him, but the Feral and Quick Quirks also round up his character. All in all, he's a quick moogle who loves animal company, but he's a tad shy in human lands.

Next, the Stats. With his 200 XP, and looking at the stats, he decide to make Fire his primary stat, spending 90 XP on that one. This nets him Fire 30, as shown in the Exp Table. Then, he procedes to put 10 XP in Water and 40 XP in Earth - bringing these Stats to 10 and 20, respectively. The last 60 XP he proceeds to put in Air, granting him Air 24. His levels are Earth 2, Air 2, Fire 3 and Water 1. With these scores, his character level is 8 (2+2+3+1). For Skills, he decide to grab Swimming 1, Jumping 1, Running 1, Stealth 1, Perception 2, Wisdom 1 and Performance 1.

Then, he notes his jobs. Druid is a quick choice, for a Geomancer character, but he takes a minute to ponder about Secondary Jobs. After some debate, he ends up choosing Fencer to focus on the defense.

As for Abilities, he notes down the first level Core Abilities: Nature's Path and Awakened (Geomancer) from the Druid, and Block Projectiles from the Fencer. Due to his Stats, he also chooses a Specialty: Nature Warrior (Polearms), because whats better than a Polearm-wielder Moogle? He hasn't leveled up enough to get other Specialties, so he go to Equipment.

Being a Nature Warrior, he proceeds to get the heaviest armor arount - a Leather Plate (99 Gil) and an Iron Spear (63 Gil). With the remaining Gil he buys a Tonic (25 Gil) and pockets the remaining money (13 Gil). Finally, he does his HP (level x3 = 8x3 = 24 + earth (20) totals 44 HP) and MP (level x2 = 8x2 = 16 + water (10) totals 26) calculations.

So his character sheet is done! Let's see how it is:

JBMog 8th level Druid/Fencer



Stat
Level
Value
XP


Earth
2
20
40


Air
2
24
60


Fire
3
30
90


Water
1
10
10



Skills: Swimming 1, Jumping 1, Running 1, Stealth 1, Perception 2, Wisdom 1 and Performance 1.
Traits & Perks:Nemesis (Empire), People's Hero, Protégé (Narshe Mines); Moogle (racial), Feral and Quick.
HP 44/44; MP 26/26; ARM 3; MARM 0
Equipment: Iron Spear (Air vs Earth, 6 damage), Leather Plate
Abilities: Nature's Path [Nature Warrior]; Awakened (Geomancer); Block Projectiles
Actions: !Geomancy, !Arrow Guard
"

JBPuffin
2015-08-13, 07:03 PM
Hm... Something along the lines of...

"JB wants to create a cute-but-dangerous Geodancer moogle. So he begins with his name, of course JBMog, and looks at his Group's Traits. The Returners, as his group calls itself, have the Nemesis (Empire), People's Hero and Sense of Duty (Banon) traits. JBMog doesn't like that Banon guy, so he decides to have the Nemesis (Empire) and People's Hero Traits. To round it up, he fetches one last trait: Protégé (Narshe Mines); He'll fight to protect his people at the Narshe mines.

Looking at the Quirks, he quickly comes with a good idea of his character: The Moogle (racial) is mandatory for him, but the Feral and Quick Quirks also round up his character. All in all, he's a quick moogle who loves animal company, but he's a tad shy in human lands.

Next, the Stats. With his 200 XP, and looking at the stats, he decide to make Fire his primary stat, spending 90 XP on that one. This nets him Fire 30, as shown in the Exp Table. Then, he procedes to put 10 XP in Water and 40 XP in Earth - bringing these Stats to 10 and 20, respectively. The last 60 XP he proceeds to put in Air, granting him Air 24. His levels are Earth 2, Air 2, Fire 3 and Water 1. With these scores, his character level is 8 (2+2+3+1). For Skills, he decide to grab Swimming 1, Jumping 1, Running 1, Stealth 1, Perception 2, Wisdom 1 and Performance 1.

Then, he notes his jobs. Druid is a quick choice, for a Geomancer character, but he takes a minute to ponder about Secondary Jobs. After some debate, he ends up choosing Fencer to focus on the defense.

As for Abilities, he notes down the first level Core Abilities: Nature's Path and Awakened (Geomancer) from the Druid, and Block Projectiles from the Fencer. Due to his Stats, he also chooses a Specialty: Nature Warrior (Polearms), because whats better than a Polearm-wielder Moogle? He hasn't leveled up enough to get other Specialties, so he go to Equipment.

Being a Nature Warrior, he proceeds to get the heaviest armor arount - a Leather Plate (99 Gil) and an Iron Spear (63 Gil). With the remaining Gil he buys a Tonic (25 Gil) and pockets the remaining money (13 Gil). Finally, he does his HP (level x3 = 8x3 = 24 + earth (20) totals 44 HP) and MP (level x2 = 8x2 = 16 + water (10) totals 26) calculations.

So his character sheet is done! Let's see how it is:

JBMog 8th level Druid/Fencer



Stat
Level
Value
XP


Earth
2
20
40


Air
2
24
60


Fire
3
30
90


Water
1
10
10



Skills: Swimming 1, Jumping 1, Running 1, Stealth 1, Perception 2, Wisdom 1 and Performance 1.
Traits & Perks:Nemesis (Empire), People's Hero, Protégé (Narshe Mines); Moogle (racial), Feral and Quick.
HP 44/44; MP 26/26; ARM 3; MARM 0
Equipment: Iron Spear (Air vs Earth, 6 damage), Leather Plate
Abilities: Nature's Path [Nature Warrior]; Awakened (Geomancer); Block Projectiles
Actions: !Geomancy, !Arrow Guard
"

THIS! This exact sort of thing! I can now proceed to go and make my own people. *claps*

With these things in mind, I shall begin my parade of creations. Thank you, Bruno, for providing this system, first off, and some assistance. I even have a group of hostages friends I can introduce this to as fledgling RPGers.

Picaboo
2015-09-02, 03:58 PM
Just saw this new FFRPG and did a quick read-thru.

I must first say good job but one question popped to mind almost instantly.

I don't know whic actions are SLOW (X) actions and by how much X. I suspect magic spells are but I don't recall seeing any mention of it.

Any precision would be welcome.

Bruno Carvalho
2015-09-03, 05:51 AM
I don't know whic actions are SLOW (X) actions and by how much X. I suspect magic spells are but I don't recall seeing any mention of it.

Any precision would be welcome.

Thanks for the props, but lets adress your doubt.

Each action describes itself as Quick or Slow (X). Let's take, for example, the Arcane Discipline Ability (Adept, page 12, CD 2).

"!Elemental Strike is a Slow (1) magical action. To use it, choose Fire, Lightning or Ice. You concentrate the chosen element and strikes an weapon attack causing normal damage, but of the chosen element.

!Holy Strike is a Quick magical action. Using your own vital energy as a fuel for the sacred power, you attack with the force of Light. Spend 10% of your max HP to attack with your weapon. Your attack deals 150% weapon damage, Light-elemental." (emphasis mine)

So you can see that !Elemental Strike is Slow (1) while Holy Strike is Quick. Other actions are worded accordingly. Just read the Spells chapter again and noticed I forgot to mention whether they're Quick or Slow. Thanks for pointing that error. All Spells are QUICK actions.

steelsmiter
2015-09-23, 03:34 PM
it says the english CD1 isn't working.

Bruno Carvalho
2015-09-24, 11:58 AM
it says the english CD1 isn't working.

Its a techical problem with sendspace. I'm at work and can't send the file now, but as soon as I arrive home I'll reupload it.

Bruno Carvalho
2015-09-26, 10:00 AM
Corrected it. steel, it should be working now, could you try it for me?

By the way, have anyone played it? I'd really like to know your opinions about the game!

Kiton2
2015-11-04, 10:46 PM
haven't played yet, but downloaded and reading through tomorrow.
can't give play data for a few weeks but will at least know if it's tableworthy!

Bruno Carvalho
2015-11-05, 01:50 PM
There's a new DLC online!

I have a strange relationship with Final Fantasy IV. It was the first FF game I played as a kid- someone told me how great FF VI (III, at the time) was, and when I got to rent it, I found FF IV (II at the time). So I decided to play the games in order and rented IV first, and thats when I ended up loving the whole series. Eventually, FF VI replaced IV as my all time favorite Final Fantasy game. So when writing the worldbooks, I decided to go back to my childhood and begin with Cecil and Kain's tale.

So, without further ado, the first post is updated and here's the download link: http://bit.ly/FFRPG4thDLC2

JBPuffin
2015-11-05, 09:35 PM
This is fantastic. The detail is incredible, the Bestiary is certainly valued, and the new character options could be used in other settings but make so much sense for FFIV specifically. A nice start to a presumed group of these books, Bruno. Good work.

Kiton2
2015-11-06, 03:32 AM
Good detail, overall seems mechanically sound so far, but there's a few points I'd like to bring up - several of which are actually artifacts of the previous FFRPGs.

For now, I'll just talk of Obsolete Actions. This is always a bit of a stinker. A lot of abilities and spells in FFRPGs are just... useless later on. Now overall for element spells it's not too bad since fire just becomes fir2 and fir3 and so on as you go up. But plenty of other things just never grow.

Abilities with % Weapon Damage are usually fine, and unlike FFRPG3e there's few instances (do try to keep an eye out) of total overwrites - where you replace a 125% with a 150% at no real difference in cost, maybe at most a different but equally powerful status effect replaces it, and never look back.

Monk: the Kaiton/Suiton/Etc abilities stop growing at 40. Makes'em marginally weaker (but still fully functional) than most attacks by 46, and the 55/64 level stuff leaves them in the dust.

Druid's Air Gust is nice when you initially get it? Maybe? Depends when. You're likely to get that around 9-10 as it requires 360xp in air alone (your main stat is Fire as a Blue or Geomancer), so it'll quickly fall behind. At 20th it gets an upgrade, though it's 25mp and slow 2 now. Still, solid hit for a short while, but by 46th it's weaker than a wand attack.

Geomancy is mostly fine thanks to having growth integrated to most of the moves, but Blue Magic falls apart quickly and decisively to this: The damaging ones have no upgrade paths; that means you can never do more (or less) than 13xFire water elemental damage, for example, yet Flamethrower has its own x17 upgrade in the same category.



This isn't something, as I said, unique to this. It was an annoyance in all previous versions of FFRPGs as well, especially due to how unevenly this factor is applied. But it would be awesome to finally see it fixed after so long!

Bruno Carvalho
2015-11-06, 08:50 AM
Thanks for the replies JBPuffin and Kiton2. What I need right now is discussion about the game and I really appreciate your inputs. I plan to errata/patch the books with the main issues as soon as I get my hands on more discussion and playtest data. Thank you guys! :smallbiggrin:


Good detail, overall seems mechanically sound so far, but there's a few points I'd like to bring up - several of which are actually artifacts of the previous FFRPGs.


There is a link between older FFRPGs and this one (albeit I must confess I was accused by some readers to be "not FFRPG-y enough"), but thats not a reason to keep bad artifacts (and surely I want to keep the good ones; if it ain't broke, yadda yadda).



For now, I'll just talk of Obsolete Actions. This is always a bit of a stinker. A lot of abilities and spells in FFRPGs are just... useless later on. Now overall for element spells it's not too bad since fire just becomes fir2 and fir3 and so on as you go up. But plenty of other things just never grow.


Picking Spell Groups instead of singular Spells was a deliberate attempt to overcome these Obsolete Actions. At first I thought to leave all spells just as growing spells (this model evolved to Geomancy), so you'd get Fire and that Spell would increase in power as you gain levels. However, in the end, I felt it was quite important to preserve the fire/fire2/fire3 structure to better relate with the eletronic game. This way, when you get the Fire spell group, you are actually getting one growing spell, but with a multi-spell flavor.



Abilities with % Weapon Damage are usually fine, and unlike FFRPG3e there's few instances (do try to keep an eye out) of total overwrites - where you replace a 125% with a 150% at no real difference in cost, maybe at most a different but equally powerful status effect replaces it, and never look back.


I reread the classes. This is a non-issue with Warrior (who might use his lvl 1 Ability up to level 59 and even beyond with Dragon Horn) and Archer (whose Abilities have different Slow(x) requirements and require careful thought about how to manage his actions). As for the Adept (who gets basically the same attacks over and over with different elements and status attached) and the Artist (whose abilities are mostly situational - I'm looking at you, Mime - or deal different status effects), you'll be using the action most suited to your situation - be it a specific status effect or elemental weakness.

This is, however, a bigger issue with the Rogue and the two main offenders: the Monk and the Druid. So lets discuss them below with details.



Monk: the Kaiton/Suiton/Etc abilities stop growing at 40. Makes'em marginally weaker (but still fully functional) than most attacks by 46, and the 55/64 level stuff leaves them in the dust.

Druid's Air Gust is nice when you initially get it? Maybe? Depends when. You're likely to get that around 9-10 as it requires 360xp in air alone (your main stat is Fire as a Blue or Geomancer), so it'll quickly fall behind. At 20th it gets an upgrade, though it's 25mp and slow 2 now. Still, solid hit for a short while, but by 46th it's weaker than a wand attack.

Geomancy is mostly fine thanks to having growth integrated to most of the moves, but Blue Magic falls apart quickly and decisively to this: The damaging ones have no upgrade paths; that means you can never do more (or less) than 13xFire water elemental damage, for example, yet Flamethrower has its own x17 upgrade in the same category.


Lets break it down piece by piece.

ROGUE


Main offender in the Rogue's case is the Moogle Reels vs Chocobo Reels vs Magic Reels dispute. Chocobo Reels is stronger than Moogle Reels, but I tried to give Chocobo a more defensive role and Moogle a more offensive role. If you go for the Gambler route (a Water-Stat focused Rogue with many Reels actions) they might create this Obsolete Actions problem. However, there are enough Rogue actions that may be used so the Gambler don't actually NEED to get all 3 slots, replacing them with Abilities like Arcane Trickster, Steal Heart or Footwork/Distract.



DRUID


One thing must be clear here: The MAIN Druid action will be Geomancy, Blue Magic and Call/Summon. His other Abilities are extras who can give some flexibility and help with his weaknesses. Lets remember that the Druid's actual skills depends on the GM: All Blue magic must be taught by the GM's monsters; all Summons must be acquired through GM fiat; and all Geomancy depends on which terrain the GM wants the story to happen. So, with that in mind, the only abilities whose acquisition the Druid actually have control are his Specialties.

With that in mind, Air Gust and Quagmire were designed to do more than damage. Air Gust removes Flight and Float (thus opening for several Druid actions and helping melee allies) and Quagmire slows (with a better sucess rate than the Slow and Slowga spells). This alone makes them useful (even if very situational) at any stage of the game, regardless of the damage. However, the Druid got an Ability called Martial Channeling who changes the whole deal. This increases Air Gust and Quagmire's damage to his weapon damage, making it worth to use these abilities for damage regardless of level, if the Druid's equipment is updated.

As for the Blue Magic problem, the spells aren't balanced inside the same categories (like, for example, Matra Magic being clearly superior than Flamethrower, and the two being Acolyte Spells) because they depend on the GM's will to be learnt; if a monster with Matra Magic never shows up and/or uses this skill, the Blue Mage won't learn it at all. This way, the GM does have the control on the Druid's progression (just as the Summons) and yes, some spells WILL make others obsolete (just as the other mages with fire/fire2/fire3 etcetera). It is a problem I really couldn't attack without getting too far from the original game roots and I would love to hear suggestions.




MONK

The class should be evalued by general power, not by an ability-by ability basis. When I first imagined the Monk, I tried to create some general build strategies ( which can vary a lot with the secondary job options)

1) "Mage" Monk

This character tries do dish as much magical damage as possible. This way, it'll be relying on Justsu and Soul Volley to dish damage. It can either use Elan to deal group-target damage or Vengeful Spirits to play as a debuffer. Anyway, he get damage increases at level 1 (jutsu, 4x), 20 (jutsu, 8x), 24 (soul volley, 13x), 40 (jutsu, 12x), 42 (release chakra increasing jutsu damage to 16x), 50 (soul volley, 20x) and 60 (jutsu master, 24x, ignores MARM)

Jutsu may seem weak (especially in comparison with soul volley), but it has an status effect attached and may target the enemy group. Also, the high Fire stat of "mage" monk may be used in conjunction with Templar or Wizard secondary jobs to increase his defensive or offensive capacities. Coupled with the possibility of exploiting elemental weaknesses, all "mage" monk abilities remain useful through the game.

2) "Tank" Monk

The monk got a plethora of support/defense abilities and two of them are linked with his Jutsus. Lightining Jutsu and Elemental Field can turn the jutsus from an offensive weapon to a good defensive tool. This way, a "tank" monk may rely on weapon damage and let his Jutsu keep being effective for reasons other than damage. That may coupled with a good offensive secondary, like Dervish, to create a balanced character, or a defensive secondary like Defender to create a focused damage soaker/preventer. Yes, your damage will lag behind, but the Jutsu can still be used for other reasons.

3) "Strenght" Monk
Focusing on Brawler, Furry of Blows and other physical-damage monk Abilities, this monk won't deal a good Jutsu/Soul Volley damage, except for the very early game. But if you're going to focus on physical actions, your Fire stat probably won't be high anyway, so these abilities will become obsolete quickly and you'll never regret it. Barring the ocasional Elemental Field use, a "Strenght" monk will probaly never use his jutsus after level 15. But you didn't wanted to play as a physical damage-dealer to use jutsus anyway, don't you?

Closing Comments: The above builds are just example. You may mix and match the Abilities you get to customize your character as you wish. If you don't invest in using a particular Ability, it WILL become obsolete, but there are built ways to prevent that. It is up to the player to choose which tools he will focus.

(Just a random curiosity: If you would recreate Paladin Cecil's character sheet, which Primary and Secondary Jobs would you choose for him?)






This isn't something, as I said, unique to this. It was an annoyance in all previous versions of FFRPGs as well, especially due to how unevenly this factor is applied. But it would be awesome to finally see it fixed after so long!

Thanks for the comments! I'll try my best to keep this game updated and fresh!


This is fantastic. The detail is incredible, the Bestiary is certainly valued, and the new character options could be used in other settings but make so much sense for FFIV specifically. A nice start to a presumed group of these books, Bruno. Good work.


I'm right now starting to translate the FF IV worldbook from English to Portuguese ( I usually write in Portuguese then translate to English, but did the other way around with this last book). After that, what project should I do next?

Option 1) FFV Worldbook
Pros - Job Changing (FFIII, FFV and FFT-style) rules are already done
Cons - Haven't written a single word about the scenario's history or geography

Option 2) FF VI Worldbook
Pros - Most of the scenario's history and geography are already written
Cons - I can't imagine HOW I'll translate magicite rules to FFRPG

Option 3) Ivalice (FFT/FF XII) Worldbook
Pros - Map combat rules are mostly done(ish?), but need playtest
Cons - The scenario is HUGE and i've barely scratched its surface

DiscipleofBob
2015-11-06, 09:31 AM
I haven't gotten a chance to download the books yet, but just from reading the thread this sounds really interesting! I'm a huge Final Fantasy fan and I'd love to try this system out.

Since you mentioned you were working on job-changing rules though, I do have one question: Will that include FFX2-style job changing that can be done mid-battle?

Bruno Carvalho
2015-11-06, 11:29 AM
As written right now, the Job-changing rules only apply to FFV and FFT style: You change your job, spend some levels in it, gain abilities, then swap for a new job, rinse and repeat.

It doesn't mean we could not do this FF X-2 themed rule ( in the FFX worldbook, perhaps?). I could work on it. However, as I'm pretty ignorant about that games (never played ANY game in ANY console launched after the Dreamcast save for some sports or action afternoon gaming session here and there in a friend's home), I could use some help with it. Lets do it together?

DiscipleofBob
2015-11-06, 11:46 AM
As written right now, the Job-changing rules only apply to FFV and FFT style: You change your job, spend some levels in it, gain abilities, then swap for a new job, rinse and repeat.

It doesn't mean we could not do this FF X-2 themed rule ( in the FFX worldbook, perhaps?). I could work on it. However, as I'm pretty ignorant about that games (never played ANY game in ANY console launched after the Dreamcast save for some sports or action afternoon gaming session here and there in a friend's home), I could use some help with it. Lets do it together?

It's a pretty awesome system, girly-themed-exteriors aside.

From the Final Fantasy Wiki...

Final Fantasy X-2 utilizes the interchangeable job system featured in Final Fantasy III, Final Fantasy V, and the Tactics series. In Final Fantasy X-2 the character's abilities vary depending on which dressphere she is wearing. Garment Grids allocate dresspheres to each character for use in battles. The grids have inherent powers activated when equipped, or as the player spherechanges by passing through gates. New Garment Grids are acquired from the story and from sidequests.

The dressphere system grants the freedom to customize the battle style for each character, assigning them jobs mid-battle to adjust their strengths to best suit the opponent's weaknesses. By changing through all the dresspheres on a character's Garment Grid they may change into a special dressphere unique to them.

Basically Dresspheres in the game function kind of like FF7's materia, only instead of singular spells or abilities, they contain whole classes in them (explained in-universe as containing the spheres containing the memories of the people who initially recorded them). You get Garment Grids that you assign various Dresspheres to, that then allow you to switch between jobs instantly in battle. The Garment Grids themselves sometimes have passive abilities to them, but largely in-game just determine how many Dresspheres you can equip to your character and how easy it is to transition from one class to another.

If you go through all spheres on your Garment Grid you can transform one character into a special unique Dressphere that functions more like a cross between one of Yuna's summons from the first game and a limit break, replacing your entire party with the one special Dressphere.

Bruno Carvalho
2015-11-06, 12:38 PM
Just read a little about dresspheres. Basically you change jobs mid-battle and by doing it you change your stats and skills on the fly.

I must say I'm scared by it. I fear the necessary adjustements happening many times per combat will lead to:

a) everyone simply settling with their favorite jobs all the time; or

b) the game slowing down to a halt when the GM and the players have to recalculate and reassign all abilities in every jobchange, which happens many times per battle.

Anyway, I must confess I'm not too excited by it. It is a great system to have in a videogame, but seems like a burden too severe for a human being to process in a reasonable amount of time.

NINJA EDIT: It remembers me the FFRPG 3e Summoner (modeled after FFX's Yuna). You had to build several character sheets, one for the player and one for each Summon, and would swap between them as you summoned each beast. Needed a lot of paperwork and slowed down significantly the game (and was borderline overpowered, but thats something we can work to avoid).

Kiton2
2015-11-06, 01:55 PM
In regards to blue magic: it can easily be arranged with a growth pattern similar to the integral geomancy upgrades.

One idea that came to mind (it might not actually be any good, it *just* came to mind) would be multiplier increases to lower level spells at certain non-damage stat levels. For example, when you unlock acolyte spells, the apprentice spells now gain Earth Level x2 to their damage. Unlock Master spells, the acolytes now gain x2, and the apprentice spells increase it to x3. Ancients... you get the idea.

As for the upgrades...
Effectively, classes all get a limited number of abilities. "at level X you get Y". What we want to avoid is situations where a class ends up with less and less abilities than others because its later levels are either replacing or "upkeeping" the earlier ones, rather than providing new/different options. Warrior is good because that upgrade isn't *necessary* to using earlier abilities, but instead opens up new improvements or uses to them.

Mana Chanelling in comparison might 'fix' something like the wind gust, but you're 'spending' one of your limited stock of abilities gained on making the air attack do what it was supposed to be doing in the first place. Not dissimilar to d20 system's "tax feats", in effect. If you didn't take mana chanelling, your wind gust falls into disuse.

Bruno Carvalho
2015-11-06, 04:24 PM
Wind Gust can be used to grant Float and to remove Float and Flight (making flying enemies sucetible to melee attacks), so it's good for things other than damage. If you REALLY want to do damage with it, Martial Channeling can help - and it actually got more uses than "fixing" Wind Gust, but they're related to Geomancers and Summoners, so to get it on a Blue Mage is a bit underwhelming.

So you're right, Wind Gust seems to be a subpar choice unless you have a specific melee-focused group composition (who will LOVE the Druid if he can bring the enemies to the ground). Do you think it would be a good solution if there were more Blue Spells avaiable? With more spells to choose from, the Blue Mage could have more tools to do his job.

Kiton2
2015-11-08, 12:40 PM
Bit more is certainly helpful, but I think the big clincher would be to include a bit of growth to them or upgraded variants.

Growth just mostly saves place, but isn't really any different in practice than automatically learning "Fir3" and Bolt2

Mulcibaer
2015-11-11, 10:40 PM
I'd like to run a test of this system within the week, even If I can only get 2-3 people to play. All things will be handled online, details to follow via PM. Message me (or email me, that would work as well) if you are interested.

Bruno Carvalho
2015-11-25, 12:21 PM
Just noticed a major typo in the english version: the Honest Quirk is missing! (it is present in the portuguese version). I'll add it to the upcoming Complete Edition book, but here it is:

Honest: You're a straight arrow, rarely lie and got a reputation for honesty . You may spend Destiny Points to make people believe and trust you. Earn Destiny points whenever your honesty causes you problems.

JBPuffin
2015-11-25, 10:36 PM
I'd like to cast my vote for Ivalice, mostly because I LOVED the Tactics series. FF X-2 doesn't seem like the best fit for a Job system, but I'm not sure what other options there are to be had that would work. Tactics-style doesn't seem like it would do to the pacing of abilities and such, but it's hard to say without seeing it.

Bruno Carvalho
2015-12-06, 09:32 AM
For whoever is interested, I've set up a FFRPG 4th Ed subreddit at https://www.reddit.com/r/ffrpg/. Come and share your thoughts!

Knaight
2015-12-10, 07:07 PM
First things first - this generally looks pretty cool. With that said, I've spotted some oddities in reading through Disc 1. For instance, the Solving Controversy rules and the shared Destiny Point pool interact in a bit of an odd manner. It might be worth doing another run through.

Bruno Carvalho
2015-12-11, 06:40 AM
First things first - this generally looks pretty cool. With that said, I've spotted some oddities in reading through Disc 1. For instance, the Solving Controversy rules and the shared Destiny Point pool interact in a bit of an odd manner. It might be worth doing another run through.

The Solving Controversy rule did garner a lot of... controversy. I've received some warnings to how "There are some people who would seize that opportunity to spend some (or all) points just so they could be declared Officially Right. It's not a smart thing for them to do, but it's an easy way to cause some major bad blood amongst a party."

YMMV, but my experience so far is good with that rule. In the playtest campaigns so far I've never seen it being used once, but the mere threat of it being used usually ended the discussions swiftly and with no bad blood. It is a tool to keep the game moving, without it being dragged to endless squabbles.

However, I'll add a warning about it in the upcoming Complete Edition. If there is potential for abuse, the rule must be axed by the GM, as he's the final arbiter for each game campaign.

Bruno Carvalho
2015-12-26, 08:08 PM
After some problems (like my old hard drive's early death), I finally managed to translate the Final Fantasy IV Worldbook to portuguese! If you're a portuguese speaker, come see the new book! And if you're not a portuguese speaker, but does not had the opportunity to download the books, feel free check the first post for the download links!

Bruno Carvalho
2016-01-06, 04:57 PM
Well, while I write the Complete Edition, there's one idea I've been toying with: To do a general 10 point cut to all combat Difficulties. Reduce almost everything over 30 dif to 10 point lower (basic attacks go to 40 from 50, status attacks go from 80 to 70), with some exceptions (like Gravity Spells who would stay at their current dif).

This may reduce the frustation of several misses in a row and help speed up combat. What you guys think about it?

Kiton2
2016-01-18, 06:37 PM
It could be good.
FF was not really around missing after all; even when blind you still had an okay chance of hitting; so long as one was not massively undergeared/levelled, accuracy usually hovered around 80-90% by default. It was easy to go higher, and actually by endgame you usually never saw a 'miss' other than once in a blue moon. Even blind, endgame, was sometimes leaving you feeling you're probably better off swinging than wasting an action on eyedrops!

Bruno Carvalho
2016-02-29, 04:07 AM
New book to download! FFRPG Complete 4th Edition is a relaunching of the corebooks (Disk 1 + 2), along with the Forces of Nature expansion, with better formatting, some balance adjustments, optional rules, GM advice, several grammar fixes, art, and much more! You may download it at the link http://bit.ly/FFRPG4CE .

JBPuffin
2016-03-01, 12:13 AM
New book to download! FFRPG Complete 4th Edition is a relaunching of the corebooks (Disk 1 + 2), along with the Forces of Nature expansion, with better formatting, some balance adjustments, optional rules, GM advice, several grammar fixes, art, and much more! You may download it at the link http://bit.ly/FFRPG4CE .

Alright, let's see what we have.

I'm the example! I feel great honor. Also, very helpful, as I need to rebuild my pregens.
The class ratings are nifty - nice tool for people who want to have a particular role in the group.
That combat example really cleared things up for me. I can see the system works quite well. Props :smallbiggrin:.
Pictures are cool.

I can't say anything bad about it - it combines all three books into something cohesive, easy on the eyes, and simple to understand. Great job!

Bruno Carvalho
2016-09-24, 01:55 PM
New book published today.

Come download the latest DLC for the FFRPG 4th Edition! The Final Fantasy VI worldbook brings the tales of Aeolus, a new world for your campaigns, and some new rules suited to the FF VI gameplay!

Download link: Final Fantasy VI Worldbook: http://bit.ly/FFRPG4thDLC3

Bruno Carvalho
2016-09-27, 06:27 AM
Up to now, I've been writing the game alone. But, as in 2017 we'll be celebrating the 20th anniversary of Final Fantasy Tactics, I really wish I could publish the Ivallice Worldbook next year. However, as I'm not very familiar with FFT and FFXII, I would like to ask for help to write it. If you want to help a fellow fan to make this tribute to the games, please PM me.

PapaQuackers
2016-09-27, 09:18 AM
I will admit that I've only played the first Final Fantasy tactics all the way through several times as the other ones make me nauseous. I could definitely help you write for Final Fantasy Tactics.

khadgar567
2016-09-27, 10:31 AM
not on expert but i thing xii uses some thing similar to spheres of power were every improve ment on same grid

Bruno Carvalho
2016-10-17, 08:12 PM
To those not following the game's subreddit (https://www.reddit.com/r/FFRPG/): there is a new Secondary Job in the oven, to be released with the upcoming FFT Worldbook. So, in a Unearthed Arcana, here you got its first version (DISCLAIMER: This Job is not yet playtested. Use at your own risk):

New Secondary Job: Squire

While many believe that a squire is just a knight in training, some Squires never leave this status. Forgoing formal training, they never progress beyond the basic training of another Job, relying on their innate talents and intuition to progress. Be a Squire if you want to control the battlefield using offensive actions instead of reacting. Abilities marked with # requires the Map combat rules.

Basic Skill: Core Ability earned at level 1. Choose another Secondary Job. You earn that job’s first level Core Ability. Regardless of the chosen Job, the Specialties for Basic Skill are:

Throw Stone: Requires Earth and Air 2. You gain the Ranged Quick physical action !Throw Stone. You gather a rock and throw at your opponent, making an Air vs Air, dif 40 attack. If you hit, you deal Crush-elemental damage equal to the level-appropriate Throwing Weapon’s damage.

Equip Axe: Requires character level 1. You may equip Heavy Weapons.

Artful Dodger: Requires Earth and Air level 5. Reduce your !Dodge action’s difficulty to 40.

Dash#: Requires Earth 3. You gain the Melee Quick physical action !Dash. You bodyslam at your target, attacking with your weapon. Do a weapon attack, inflicting normal damage, and pushing your target one square backwards. If you manage to achieve a critical hit, the target is also gains the Immobilize status until after his next action.

Move-Up#: Requires Air 3. Increase your Move by 1.


Accumulate: Core Ability earned at level 19. You gain the Slow(4) Physical action !Focus. Using it, you accumulate strength for your next blows. You gain the Strengthen (Physical) status until the end of the next round. Specialties:

Mana Well: Requires Water level 10. Your !Focus action can be used to give the Strengthen (Magic) status effect instead of Strengthen(Physical).

Counter Tackle: Requires Air 8. Whenever an enemy tries to use the !Escape action against you, increase his difficulty by 20.

Magical Traps#: Requires Fire and Earth 11. You may create magical traps. When using a magical ability or Spell, you may target a square in range and any phase up to the end of the next round. At the start of the chosen phase, the Ability or Spell detonates, inflicting its effects, and using the chosen square as the origin point of the Area of Effect, if applicable. Whenever a character moves into the chosen square before the chosen phase, you may detonate the trap early.


Overwhelm Defenses: Core Ability earned at level 35. Once per phase, when you miss an attack, you may increase the difficulty by 20, to a maximum of 99, to re-roll it.

Awareness: Requires Fire level 16. You gain the Ranged magical action !Awareness. Do an Fire vs Air, dif 0, attack against all enemies. Your acute senses detect traces of enemy presence. All enemies hit lose the Vanish status effect.

Faith and Bravery: Requires Earth and Water level 13. Whenever you’re under the effects a Weaken status effect, gain a Strenghten status effect. Weaken(Armor) gives you Strengthen (Physical). Weaken (Mental) gives you Strengthen (Magical). Weaken (Physical) gives you Strengthen (Armor). Weaken (Magical) gives you Strengthen (Mental).

Ordered Retreat: Requires Air and Water level 13. When you succeed with the !Escape action, all allies can benefit from a successful !Escape action this phase.


Tailwind: Core Ability earned at level 50. You gain the Ranged Quick action !Yell. Use it on an ally. The target gains one extra initiative die with the value equal to the current phase.

Mighty Dodge: Requires Air and Earth level 16. You may use the !Attack action as a free action after you succeed with the !Dodge action.

JP Up: Requires Earth, Air, Fire and Water level 12. Choose an action of any other Secondary Job. You gain that action. This ability can not grant reactions.

steelsmiter
2016-10-29, 11:14 PM
Ok, so I'm sorry I didn't get back to you on this sooner, when you asked me to test and make sure English CD 1 was working. I'm glad you have 4e on that Subreddit now, so I'd just like to throw something in:

Group Creation
Ok, so I'm not necessarily sold on static groups, or maybe I just misunderstand the idea. The thing I immediately started to do when I looked at Group Creation/Traits was to pick apart FFIX, which is my favorite of the series. When I started to think of it in FFIX terms, it dawned on me that it would be cool if you had instead of a set 3 traits, maybe 1 per player that represents his particular place in the world

For Zidane, the party has Mercenary (probably) Garnet looks an awful lot like The People's Hero, and Steiner perceives her as his Protege, but actually qualifies for Sense of Duty once he extricates his cranium from his alimentary canal. The game kind of evolves into Nemesis/Relics because of what Eiko brings to the table and some complications of Zidane's backstory, and I don't really know how to resolve that.

It does stand as a reason that I think a group should have up to 1 trait per player based on what they bring to the table, but leave a good minimum of 3.

Bruno Carvalho
2016-11-07, 11:18 AM
Ok, so I'm sorry I didn't get back to you on this sooner, when you asked me to test and make sure English CD 1 was working. I'm glad you have 4e on that Subreddit now, so I'd just like to throw something in:

Group Creation
Ok, so I'm not necessarily sold on static groups, or maybe I just misunderstand the idea. The thing I immediately started to do when I looked at Group Creation/Traits was to pick apart FFIX, which is my favorite of the series. When I started to think of it in FFIX terms, it dawned on me that it would be cool if you had instead of a set 3 traits, maybe 1 per player that represents his particular place in the world

For Zidane, the party has Mercenary (probably) Garnet looks an awful lot like The People's Hero, and Steiner perceives her as his Protege, but actually qualifies for Sense of Duty once he extricates his cranium from his alimentary canal. The game kind of evolves into Nemesis/Relics because of what Eiko brings to the table and some complications of Zidane's backstory, and I don't really know how to resolve that.

It does stand as a reason that I think a group should have up to 1 trait per player based on what they bring to the table, but leave a good minimum of 3.

It may be due to my poor english, but I don't think you understood it. The Group Creation step is a minor step to help the GM decide which type of game will be played. After decided, the Group Traits help the individual characters to have congruent Traits, but each character can bring their individual traits to the table (Each character must have 3 Traits: 2 match the Group traits and 1 is free to grab from the general list).

The idea behind that is to give common goals to have the group work together. Lastly, Traits (and Quirks) may change during play, as said in page 114.

Bruno Carvalho
2017-10-17, 07:44 PM
Visiting to say this project is not dead. So here's the release of another sourcebook, this time the Final Fantasy Tactics Worldbook!

http://bit.ly/FFRPG4thDLC4

It contains:

Ivalice setting, history and geography;
Campaign ideas;
Rules for Freelancer Main Job (job-changing system) and Squire Secondary Job;
Battle Map rules; and
a sample Bestiary.

Now that I got those 2 huge requests done (map combat and job-swapping), which game / mechanic should I be focusing now?

Andrezitos
2017-10-19, 01:43 PM
Hey, just passing by to say hello and realllllyy good job with this game of yours. As a Brazilian, half player half gm, FF fan (FF6/7 were my favorites), game designer aspirant (i think, do you have a job in this market), like yourself, I share your passion for creating and modifying established games or IPs. Are your work finished? Why don't give us a snapshot of what was the process of creating this gigantic project, almost alone should I say.

Bruno Carvalho
2017-10-19, 02:04 PM
Hey, just passing by to say hello and realllllyy good job with this game of yours. As a Brazilian, half player half gm, FF fan (FF6/7 were my favorites), game designer aspirant (i think, do you have a job in this market), like yourself, I share your passion for creating and modifying established games or IPs. Are your work finished? Why don't give us a snapshot of what was the process of creating this gigantic project, almost alone should I say.

Thank you for the kind words. I'm actually a boardgame designer - I got one published game (Scippio), and I'm working on more games, as my own wife is the owner of a (quite small) game company: Legião Jogos (https://www.facebook.com/legiaojogos/)

My work is NOT finished, and I doubt it will anytime. Not only I'm still talking about, helping, and generally nurturing the (quite small) FFRPG 4e player community, but I also want to release Worldbooks for, at least, every numbered FF release. So I'll keep writing this for many years to come, I believe. And my work is not alone, as several playtesters and co-writers (for example, MANY thanks for PapaQuackers, he was a huge help in this last book) do help making this a reality. For example, I gave up on translating the books to Portuguese (I got 3 books nowadays that are english only - Complete Edition, FF VI Worldbook and the latest, FFT Worldbook) and if you want to take a shot at it, I would love it.

About the process of writing, I mostly sit down and write. There's not much "magic" about that, just hard work and lots of writing. You know, practice makes perfect. If you want to know more about the game design philosophy and how the game came to be, I would love to discuss it with you, either here, or by any other means - might it be the games subreddit (/r/ffrpg), Facebook, Discord, or any other médium we can get in touch.

Andrezitos
2017-10-20, 11:13 AM
Good to know that you are still developing this project. I will take a look to material and see if I can help with something.

I have a habit, some say a bad one, of always trying to change and subvert the games I play. In my rpg group I am considered to be that guy that is always trying to change the rules or convince others to play other systems. I have even created one based on cinema scripts, where players would say theirs lines of action and roll the dice to see who would go first. The lines were limited by what was written in the players characters sheet and what could be implied from those piece of information. A totally loose and subjective system. I have no problem with not playing my projects because my players don't like to experiment, my problem is not having a place to discuss and experiment with my ideas and from other people like minded. I may not have been looking for properly, there is that eheh.

Do you had too much trouble finding your play testers?

Bruno Carvalho
2017-10-20, 03:53 PM
I usually find guinea pigs playtesters online, in comunnities like Myth-weavers or Roll20. Or even here at this forum.

Oh, btw, I just created a wiki page for us to share our FFRPG 4e Resources, like monsters, optional rules, and so. Feel free to use it, and add more material. Thank you and good games!
http://ffrpg4e.wikidot.com/

Andrezitos
2017-10-23, 11:44 AM
One thing I think would be nice is some kind of lite version of the system, outlining the most important mechanics and features. Take for instance the source material of Risus system (http://www222.pair.com/sjohn/risus.htm). All you need to know in four pages. Do already have anything like that?

Bruno Carvalho
2017-10-24, 02:48 PM
I don't have a quickstart, but may do one. The rules are quite simple; of the corebook's 125 pages, about 100 of them are just lists and more lists ( equipment, Jobs, spells, etcetera), so I can think I can fit enough for a quickstart with pregens in a much smaller book.

Or are you talking about something like a rule summary for GMs or something like that?

Andrezitos
2017-10-25, 02:15 PM
What I miss is a document that focus on the player, dm or otherwise, than content. Rules are basically a framework for content to lay upon and mechanics to work through. Think about a path that you could fallow with blurry glasses.

Sparx MacGyver
2017-11-04, 12:42 AM
I think what Andrezitos is talking about is a "test drive" set of rules. Just the most basic info with like 4 pregens, with just enough rules and info to let a group test it to see if they really like the system. Nothing fancy, just a bite-size digest of the game.

I wanna ask: Is there a dice alternative? My players like the system, overall, save for the D100 aspect. It's been a slog to get them to try any new system, and with it being a different dice aspect, they are fighting me more than usual. I was thinking of swapping to 2d10, unless there is a preferred alternative.The comments I've gotten back are they just don't wanna deal with the larger numbers.

Bruno Carvalho
2017-11-04, 07:22 AM
Sure, I'll write a introdutory adventure. About the d100 part, we had a great contribution by Box_of_Hats (https://www.reddit.com/user/Box_of_Hats)in the game's subreddit (https://www.reddit.com/r/FFRPG/comments/6yklwg/nongame_balance_thoughts/). I'll transcribe it here.

"Trimming Down the Numbers
Before I begin, I realize what I'm proposing is a large departure from the core of the game. It is also considerably less work to make combat happen. Again, I'm not suggesting this be a core change to the system, just a commentary on what I'm considering doing and why.

I'm considering trying the game without elemental points. That is, elemental levels, but without the granularity of number 1 through 9 between each tens digits. Imagine this:

At creation you have 20 XP. Costs are 1 costs 1, 2 costs 4, 3 costs 9, 4 costs 16. You just keep any XP you don't spend (so a 3 2 2 1 character starts with 2 XP leftover). Then you just buy whole levels at once.

Combat uses a d10 instead of d100. Normal attacks are Element vs. Element+4. Instead of adding the 1's digit die, you just add 5 (to make attacks that ignore the 1's digit stay balanced). If you roll a 10, roll again. If that roll is a hit, the attack is a crit.

As mentioned, this loses a degree of granularity. Accuracy jumps in increments of 10% and there's no variance in damage values. In exchange, you're dealing with rounder numbers. When each character has potentially four different defensive values that are relevant, it's a lot easier on everyone. And since the vast majority of the system only cares about elemental levels, not points, there are very few corner cases.

Among them are abilities like Time Mage's Wild Magic, which can also just roll a d10. Dervish's Deadly Accuracy is essentially tripling your critical hit rate, so they can threaten a critical on a 8, 9, or 10, and then resolve the confirmation roll as other classes would. The Rogue's !Lucky Seven reaction loses the thematic approach of a difficulty 77, but a difficulty of 8 (or 80 in d100) is mechanically only 3% off.

Again, this isn't something I'm advocating for on a larger scale. I'm just trying this out and seeing if a lighter mental load during combat improves the experience for my group.

We've played two adventures with some of the above modifications. Here are my reflections.

d100 -> d10 was a massive boon to the flow of combat. Resolving attacks was significantly faster. Perhaps for those playing with digital aids it would be less impactful, but I like to leave my computer aside during the game. As a GM, I find it helps me to be more present. As a result, trimming down the dice was met with unanimous support after the session.

There was a situation in which a Weapon+Shield Warrior/Defender who prioritized armour over weapon upgrades couldn't deal more than 1 damage to a high ARM target and perhaps random damage would have changed that. On the other hand, getting in for 2 or 3 damage wouldn't have changed the fight at all."

Andrezitos
2017-11-04, 10:23 AM
Hi, everyone!
Just passing by to show a intresting reference (https://www.youtube.com/watch?v=35P_9MgxlQU) I found on youtube about final fantasy. it is about the philosofical aspect of the game that is present through out the series. I will not try to explain for fear of buthcering the content :smallbiggrin:.

I would love to write a campaing or adventure now that I sow this. heheh

Bruno Carvalho
2017-11-04, 11:33 AM
Nice vídeo, Andrezitos!

Btw, nudge, nudge, wink, wink there's a "GM needed" - game ad here (http://www.giantitp.com/forums/showthread.php?539767-FFRPG-4e-Total-Newb-looking-to-try-Final-Fantasy-4e-Anybody-care-to-join-me)in this forums, so why don't you take a shot at it?

Sparx MacGyver
2017-11-04, 04:17 PM
@Bruno Carvalho: That looks pretty much exactly what I wanted, basically cutting things out. Seems easy enough to extrapolate to other areas.

moonbaby
2018-04-17, 04:28 PM
Hey everyone.

I'm going to say I joined this website just because of this thread.

I'm a writer and English teacher who grew up in love with Final Fantasy (and that whole era of JRPGs from Square, mostly their late 90s era). Did some online role playing in chat rooms back in the day. Didn't touch Tabletop RPGs for A decade or so until my friend convinced me to try his D&D his campaign. Loved it but after two campaigns and life stuff he got overwhelmed.

I love remixing or imagining things and I tried making my own FF RPG, but A) I have no experience with the nuances of designing the technical aspects of tabletop games and B) didn't know what other friends would try it with me.

Fast forward to today where I decided to see if there were other RPGs besides FFT Zodiac RPG, and I found this thread.

This is amazing, though that compliment is given from a completely rookie perspective. I'm still catching up on the thread and checking out this game (among others) but I'm very interested in what you've done here and would love to try an online session with anyone who is available online/in NY once the summer starts.

Pleasure to meet you all,

Moonbaby/Masoud

Bruno Carvalho
2018-04-18, 03:50 PM
Glad to see you aboard! I'm happy you're enjoying the game, and I hope your sessions are quite fun!

If you need anything, feel free to talk here and I'll try to answer to the best of my skill. If you are needing some extra goodies for your games, you can find the latest Errata, some optional rules by the community and a sample Bestiary at the FFRPG 4e Wiki. (http://ffrpg4e.wikidot.com/)

See ya!

Bruno Carvalho
2018-05-17, 10:52 PM
I released a new playtest packet this month, so if any fellow Gitp'ers are playing this game, it would be nice if you could PEACH it and report your experiences with these changes to the rules.



Welcome. This playtest packet replaces the last packet (Jan 2018), with reworks to 2 Jobs: the Druid (mostly the Geomancer) and the Black Mage. Both are Jobs that are quite on the low end of power level right now and need a buff. So, without further ado, here's the proposed changes:

FREELANCER
The Awakened Core Ability costs only 2 JP to gain, instead of 3

BLACK MAGE
Elemental Mastery: Change the requirement to Water level 3. Replace the text with "You gain one Elemental Spell group. After hitting level 15, gain another Elemental Spell group."
Elemental Burst: Change the requirement to Earth level 4.
Elemental Shock: Change the requirement to Fire level 5.

Transmutation Mastery: Change the requirement to Fire level 6
Piercing Arcana: Change the requirement to Air and Water level 5.
Magic Resistance: Change the requirement to Earth and Fire level 4.

DRUID
Here is the full rework, intented to replace the Druid Job.

Nature’s Path: Core Ability acquired at level 1. You may equip medium armor and the following weapons: Claws / Gloves; Wands; Throwing Weapons. Your HP bonus is 3 times your level, the multiplier increasing by 1 at levels 15, 30 and 60. Your MP bonus is 1 times your level, the multiplier increasing by 1 at level 30. Specialties:
Primal Arcana: Requires level 1. Increase your MP bonus multiplier by 1. You may equip light armor. Also, you gain one of the following Spell groups: Healing, Fire, Ice, Lightning, Poison or Slow.
Nature Warrior: Requires level 1. Increase your HP bonus multiplier by 1. You may equip heavy armor and two of the following weapons: Heavy Weapons, Bows, Light Swords / Knives, Heavy Weapons & Shield, Polearms or Staves.
Primal Music: Requires level 1. Increase your HP and MP bonus multipliers by 1 each. Also, you may equip the Instruments weapon type.

Awakened: Core Ability acquired at level 1. Select an option: Blue Mage, Summoner or Geomancer. This choice determines what defines your abilities and powers.
Blue Mage: You may learn Blue Magic Spells, but you can only cast Initiate Spells. Learn two Blue Magic Initiate Spells at character creation. Also, whenever you suffer the effects of a Blue Magic Spell and are not reduced to 0 HP, you permanently learn the Spell. The list and description of the Blue Magic Spells starts at page 62.
Geomancer: You earn the Ranged Slow (2) magical action !Geomancy. The geomancer has the power to use the terrain to his advantage, invoking magical effects. Their powers vary accordingly to the terrain where the battle takes place, be it Plains, Forest, Mountain, Snow, Sea, Swamp, Urban, Underground, Lava, Desert or Cosmic. The rules for these effects and their descriptions are in the Geomancy section, starting at page 70.
Summoner: You gain the Quick magical action !Tame. To use it, make a Water vs Fire attack, difficulty 40. If successful, you deal non-elemental damage equal to your character level. If the opponent is reduced to 0 HP by this attack, you capture the enemy’s soul, and can release it later with an action to have the captured enemy perform his most powerful attack against targets of your choice. Use the Stats of captured enemy to determine the effects of this action. !Tame can also be used as a reaction when an enemy drops to 0 HP. In this case, the enemy's soul is captured if it hits, regardless of damage. While you own a captured soul, you may not use the !Tame action.
Whatever the choice is, the Specialties are:
Intimidation: Requires Water level 4. You gain the Ranged Quick magical action !Intimidation. You attack your enemy’s self confidence with your presence of spirit. Perform a Water vs Fire attack, difficulty 40. If successful, until the end of the next round, when the target roll doubles in an attack roll, instead of having a critical hit, its attack fails. Treat this as a Mental-type status effect.
Martial Channeling: Requires Earth and Air level 4. Whenever you use a magical action (but not Spells), you may substitute the attack roll for a weapon attack, maintaining the same difficulty. You are successful in your action if you succeed with the weapon attack. If you do succeed in a single-target action, and the action deals damage, you deal weapon damage instead of the action’s damage. Other than attack roll and damage, this Specialty don't change anything else in the action.
Light Steps: Requires Fire level 6. You gain the Flight spell group.

Nature’s Blessings: Core Ability acquired at level 10. You gain one of the following three extra abilities:
Blue Mages may cast Acolyte Spells.
Geomancers may now spend MP to increase the power of their !Geomancy action, as indicated under each terrain section below, starting at page 70.
Summoners gain !Call, allowing them to obtain the help of Summoned Monsters they've obtained in their adventures. The complete rules for these are in the Summoned Monsters section, starting at page 74. Specialties:
Air Gust: Requires Air level 7. You gain the Ranged Slow (2) magical action !Air Wave. Using it, you perform an (Air or Fire) vs Water attack against a target, difficulty 40. If successful, choose one: You deal 10x Air level Air-elemental damage to the target or grant the Float status to your group until the end of the round. At 30th level or greater, you may spend 30 MP when using this action to increase the damage to 15 x Air level and force the target to lose their highest initiative dice this round. No more than one dice can be lost by a target per round. Treat this as a Seal-type status effect.
Weak Point: Requires Water and Air level 5. You gain the action !Advice. It allows you to choose an ally and point out the weaknesses of the enemy. Until the end of the next round, whenever the chosen ally perform an attack that can score critical hit, critical hits happen even if the attack did not overcome the difficulty.
Magical Camouflage: Requires Earth and Water level 7. Whenever you or an ally uses an action or spell that targets your own group, you may choose up to two targets to avoid the effects of the spell or action.

Natural Domain: Core Ability acquired at level 20. You gain one of the following three extra abilities:
Blue Mages may roll 1d100 whenever a combatant uses a Blue Magic spell on any ally or foe, automatically learning the spell if the roll is equal-to or lower than the Blue Mage's level.
Geomancers gain the Ranged Slow (X) magical action !Geotrance action and can use it to cast geomancy effects even if not in the right terrain, according to the rules in page 74.
Summoners may now have up to two monsters souls under the effect of !Tame at the same time. Specialties:
Monster’s Language: Requires Air level 10 and Fire level 8. You gain the Ranged Quick magical action !Parley. Speaking the monsters’ language, you can try to convince them to abandon the fight. Perform a Fire vs Fire attack, difficulty 70. If successful, the target will use on its next action to !Flee, obtaining automatic success if you want. Treat this as a Fatal-type status effect.
Adaptative Tolerance: Requires Water level 9. Whenever you suffer the effects of a Status effect, you gain (Status) Resistance to that status effect until the end of combat.
Earth Slash: Requires Earth level 10. You gain the Slow (2) magical action !Earth Slash. Using it, you perform an (Earth or Fire) vs Water attack against all other combatants (allies and foes), difficulty 40. This attack automatically fails against targets that are under the Float or Flight status effect. If successful, choose one: deal damage equal to 7x Earth level, Earth-elemental, or inflict the Immobilize status until the end of the round. At 40th level or greater, you may spend 60 MP when using this action to double the duration of the status effect or increase the damage to 14x Earth level.

Natural Mastery: Core Ability acquired at level 30. You gain one of the following three extra abilities:
Blue Mages learn Blue Magic Spells after suffering them even if they are reduced to 0 HP because of its effect, and increase their MP bonus multiplier by 1. In addition, they can now cast Master and Ancient Spells.
Geomancers gains one status effect permanently applied to himself. Which status is gained is based on the Geomancer's lowest Stat value when he reaches level 30. The Geomancer may choose between status in case of a tie.Earth - Puncture Resist; Air - Float; Fire - Premonition; Water - Blink.
Summoners gain the Quick magical action !Summon. It may be used only once per combat. Using it, you choose a Summoned Monster to materialize. Until the end of the round, you cannot use any Call beyond the summoned. On the other hand, the Summoned Monster, in addition to its normal Call effects, will also protect you from harm, effectively granting you the Wall status until the end of the round, and other effects, depending on the Summoned Monster. The complete rules for this and the description of the Summoned Monsters are below, starting at page 74. Specialties:
Natural Resilience: Requires Earth level 10 and Fire level 8. Choose Toxic, Seal or Transform. You become immune to all the negative statuses of the chosen type.
Truce: Requires Water level 12 and Air level 8. You gain the Ranged Quick magical action !Truce. Speaking the monsters’ language, you try to make them pause for a moment. Do a Water vs Fire, difficulty 40, attack against all enemies. The enemies hit cannot target your party with actions for the next 3 phases. Remove this effect if the target suffers damage. This has no effect on phase 10. Treat this as a Mental-type status effect.
Quagmire: Requires Fire level 10 and Water level 12. You gain the Slow (4) magical action !Quagmire. Using it, you realize a (Water or Fire) vs Water attack against a target, difficulty 40. This attack automatically fails against targets under the effect of Float or Flight status effects. If successful, you deal 17x Water level Water-elemental damage and inflict the Slow status over the next two rounds. At 50th level or greater, you may spend 90 MP to use this action against a group, rather than a single target.

GEOMANCY, page 70:
Replace the text with: "To use Geomancy, roll 1d100 and add your level. A result smaller than 60 casts a Minor effect; a result between 60 and 119 cast a Minor or a Major effect; and a result higher than 119 casts any effect. You must choose which effect you'll cast after rolling the dice. In addition to the Geomancy’s normal effects, a Druid of 10th level or higher may choose to spend MP to activate one of the action’s extra effects, if they have the effect’s required level or greater. Geomancies are magical actions, and not Spells, but this MP expenditure is affected by equipment and abilities that reduce Spells’ MP cost. "

GEOTRANCE, page 74:
Replace the text with: "High level Geomancers can use their powers to conjure effects even when not in the correct terrain. To do this, use the terrain wheel: Plains <> Forest <> Mountain <> Snow <> Sea <>Swamp <> Urban <> Underground <> Lava <>Desert <> Plains. When using Geotrance, you choose which terrain you will conjure and, for each "step" away in the terrain wheel, apply a cumulative 1 phase channeling the effect, in addition to the normal Slow (2) of the regular Geomancy. For example, a character in a Swamp wants use a Lava effect. His !Geotrance is Slow (5) (Swamp (2) > Urban(3) > Underground:(4) > Lava:(5) ) . Similarly, if the character is in a Forest and wants a Desert effect, !Geotrance will be Slow(4) (Forest(2)> Plain(3)> Desert(4) ). Cosmic is out of the terrain wheel and can’t be used with Geotrance. If the Geomancer is in a Cosmic terrain, it may use Geotrance to any other terrain as a Slow (4) action. "

Bruno Carvalho
2018-08-28, 10:07 PM
Greetings! In Feb 29th, 2016, I published the Core Rulebook of the game. Now, 2 and a half years later, I present you a Revised version (http://bit.ly/FFRPG4RE)of the book. Main features of this version are:

* Lots of gramar *bugs* corrected;
* Reorganization of the book chapters to make it more easy on new players;
* Inclusion of the Freelancer and Squire Jobs (originally presented in the FFT Worldbook);
* Inclusion of all Errata and lots of new balance changes, including the Druid rework;
* Katanas now presented as a weapon type.

Also, I proudly present you the conversion of the original Omega Fantasy starter adventure, Chaos in Cornelia (http://bit.ly/FFRPG4eAP1), to the FFRPG 4th Edition rules! Many thanks to its creator for his help with this adventure and I hope you enjoy it!

Bruno Carvalho
2019-06-24, 01:08 PM
As the work continue, now I present a big errata, with reworks to four Jobs: Adept, Monk, Fencer and Dervish. http://bit.ly/FFRPG4ePatch1