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Thread: [PEACH] New FFRPG

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    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    Jun 2015

    Default Re: [PEACH] New FFRPG

    Long time with no posting, but the project is not dead!

    So lets keep on with the last two Main Jobs:

    Rogue
    Spoiler: Rogue
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    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

    Spoiler: Survivalist (level 1)
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    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 targetís 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.


    Spoiler: Clinical Eye (level 1)
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    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 targetís 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 targetís 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 targetís maximum and current HP and MP target, and what their Common and Rare items. You may swap the targetĎs 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.


    Spoiler: Dice (level 15)
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    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 opponentsí) 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.


    Spoiler: Invention (level 24)
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    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 weaponís 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 weaponís or armorís 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 alliesí 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.


    Spoiler: Charity's Lesson (level 42)
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    Charityís 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 canít 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 opponentsí) 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 donít 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 donít 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.


    Spoiler: Measured Risks (level 60)
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    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 opponentsí) 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 donít 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
    Spoiler: Artist
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    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

    Spoiler: Strenght of Character (level 1)
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    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.

    Spoiler: Artistic Niche (level 1)
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    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 allyís action fails. If you roll a 9 or 10, the allyís action becomes a critical hit. You need not to spend initiative dice to use this reaction.

    Spoiler: Supporting Role
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    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 statusí 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


    Spoiler: Fame (level 24)
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    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.

    Spoiler: Protagonist (level 42)
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    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.


    Spoiler: Stardom (level 60)
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    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 allyís reaction fails, you suffer the attackís effects normally.
    Last edited by Bruno Carvalho; 2015-07-30 at 01:40 PM. Reason: Removal of intruder * signs