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  1. - Top - End - #1
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    Jun 2015

    d6 [PEACH] New FFRPG

    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
    Last edited by Bruno Carvalho; 2019-12-06 at 06:26 AM. Reason: Revised the Core Rulebook

  2. - Top - End - #2
    Halfling in the Playground
     
    WolfInSheepsClothing

    Join Date
    Apr 2013
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    S„o Paulo
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    Male

    Default Re: [PEACH] New FFRPG

    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!

  3. - Top - End - #3
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    Jun 2015

    Default Re: [PEACH] New FFRPG

    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

    Second CD

  4. - Top - End - #4
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: [PEACH] New FFRPG

    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! :)

  5. - Top - End - #5
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: [PEACH] New FFRPG

    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?

  6. - Top - End - #6
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    Jun 2015

    Default Re: [PEACH] New FFRPG

    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.

  7. - Top - End - #7
    Halfling in the Playground
     
    WolfInSheepsClothing

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    Default Re: [PEACH] New FFRPG

    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 :)

  8. - Top - End - #8
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    Jun 2015

    Default Re: [PEACH] New FFRPG

    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.

  9. - Top - End - #9
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    Jun 2015

    Post Re: [PEACH] New FFRPG

    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
    Spoiler: Job System Explanation
    Show


    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
    Spoiler: Warrior
    Show
    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
    Spoiler: Master of Arms (lvl 1)
    Show
    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 weaponís hilt at a time and place where he doesnít expect. Do an attack roll with your weapon, causing half of your weaponís 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.


    Spoiler: Power Attack (lvl 1)
    Show
    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 canít 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 targetís 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.


    Spoiler: Feign Weakness (lvl 15)
    Show
    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). Donít 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.


    Spoiler: Cleave (lvl 24)
    Show
    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 targetís Armor and cause 50% of the damage dealt to the first target, already reduced by the first targetís 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.


    Spoiler: Dragon Breath (lvl 42)
    Show
    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 (targetís max HP Ė targetís current HP). Donít 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 donít meet the requirements and even if you already chose another Specialty to the Feign Weakness ability.


    Spoiler: Unawavering Courage (lvl 60)
    Show
    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.

  10. - Top - End - #10
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    Jun 2015

    Default Re: [PEACH] New FFRPG

    Another sneak peek: the second martial main job, A master of ranged combat, the Archer

    Spoiler: Archer
    Show
    Archer
    A fighter who controls the battlefield using throwable weapons, bows, crossbows and rifles.They arenít 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

    Spoiler: Sharpshooter (level 1)
    Show
    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.


    Spoiler: Charge (level 1)
    Show
    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.


    Spoiler: Nutcracker (level 15)
    Show
    Nutcracker: Core Ability acquired at level 15. You gain the Slow (3) action !Vitals Aim. Aiming at your opponentís 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 targetís 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 targetís 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 targetís eyes. Attack with your weapon, difficulty 80. If successful, inflict the Blind status on the target until the end of the next round.


    Spoiler: Mind Strike (level 24)
    Show
    Mind Strike: Core Ability acquired at level 24. You gain Quick action !Mindblow, a mystic shot that drains the targetís energy. Attack with your weapon, causing normal damage, but decreasing the targetís 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 targetís 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.


    Spoiler: Danger Sense (level 42)
    Show
    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 havenít 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.


    Spoiler: Always Prepared (level 60)
    Show
    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 havenít met the requirements. This abilityís 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 targetís 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 canít 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 canít gain initiative die with value 11 or greater.
    Last edited by Bruno Carvalho; 2015-07-15 at 02:47 PM.

  11. - Top - End - #11
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    Jun 2015

    Default Re: [PEACH] New FFRPG

    More two jobs translated! Behold the Martial/Arcane hybrids!

    Monk
    Spoiler: Monk
    Show
    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

    Spoiler: Martial Artist (level 1)
    Show
    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


    Spoiler: Jutsu (level 1)
    Show
    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.


    Spoiler: Serenity (level 15)
    Show
    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 youíre 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 targetsí Armor as usual, reduce the damage by half.



    Spoiler: Soul Volley (level 24)
    Show
    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 canít 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.


    Spoiler: Release Chakra (level 42)
    Show
    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.



    Spoiler: Timeless Body (level 60)
    Show
    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 opponentsí 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 targetsí 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
    Spoiler: Adept
    Show
    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 Adeptís abilities deal damage based on weapon damage, so equipping a strong weapon is a must.

    Skills

    Spoiler: Martial Discipline (level 1)
    Show
    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.



    Spoiler: Arcane Discipline (level 1)
    Show
    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 donít 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.


    Spoiler: Blade Magic (level 15)
    Show
    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.


    Spoiler: Elemental Soul (level 24)
    Show
    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 nightís 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.

    Lightís 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.


    Spoiler: Arcane Shock (level 42)
    Show
    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.


    Spoiler: Staggering Blow (level 60)
    Show
    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.

    Last edited by Bruno Carvalho; 2015-07-18 at 11:00 AM.

  12. - Top - End - #12
    Bugbear in the Playground
     
    DrowGuy

    Join Date
    Mar 2013

    Default Re: [PEACH] New FFRPG

    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.
    Cookie Count: One

    Quote Originally Posted by digiman619 View Post
    Spoiler: True Facts
    Show

  13. - Top - End - #13
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    Jun 2015

    Default Re: [PEACH] New FFRPG

    Quote Originally Posted by JBPuffin View Post
    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
    Spoiler: Black Mage
    Show
    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 youíre not very versatile. The list of spells and their description is in the Spells chapter.

    Skills

    Spoiler: Arcane Power (level 1)
    Show
    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.


    Spoiler: Elemental Magic (level 1)
    Show
    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 Spellís 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 targetsí initiative die value by 1, up to a maximum of 10.


    Spoiler: Transmutation (level 1)
    Show
    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 targetsí 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.

    Spoiler: Earthly Magic (level 15)
    Show
    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 targetsí Magic Armor.

    Vital Sacrifice: Requires Air level 5 and Water level 8. Once per round, if you donít have enough MP to use a
    Earthly Spell, you can spend HP equal to its MP cost to cast it.


    Spoiler: Magical Expert (level 30)
    Show
    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 Spellís 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 targetís resistance and cause 50% damage in immune targets.


    White Mage

    Spoiler: White Mage
    Show
    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

    Spoiler: Arcane Devotion (level 1)
    Show
    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.


    Spoiler: Heavenly Magic (level 1)
    Show
    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.


    Spoiler: Protective Magic (level 15)
    Show
    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.


    Spoiler: Psychic Magic (level 30)
    Show
    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

    Spoiler: Time Mage
    Show
    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

    Spoiler: Arcane Studies (level 1)
    Show
    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.

    Spoiler: Astral Magic (level 1)
    Show
    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.


    Spoiler: Subtle Magic (level 1)
    Show
    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.


    Spoiler: Void Magic (level 15)
    Show
    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 diceís 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.


    Spoiler: Magical Inspiration (level 30)
    Show
    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.

  14. - Top - End - #14
    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
    Show
    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)
    Show
    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

  15. - Top - End - #15
    Dwarf in the Playground
     
    DwarfFighterGuy

    Join Date
    Jun 2015

    Default Re: [PEACH] New FFRPG

    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

    Spoiler: Secondary Jobs
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    Alchemist

    Spoiler: Alchemist
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    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

    Spoiler: Quick Hands (level 1)
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    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 statusí duration.


    Spoiler: Pharmacology (level 19)
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    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.


    Spoiler: Distribute (level 35)
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    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.


    Spoiler: Unstable Potion (level 50)
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    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 itemís effects happen after the effects of the attack you suffered.

    Berserker
    Spoiler: Berserker
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    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 donít fight.

    Skills

    Spoiler: Counter Attack (level 1)
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    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 targetís Flight status. Increase the difficulty of reactions to your Counter Attack by 30.


    Spoiler: Provoke (level 19)
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    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 doesnít include you as a target in any of his attacks, you may perform the !Attack action against him as a free action after the enemyís 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.


    Spoiler: Fury (level 35)
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    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.


    Spoiler: Unwavering Fury (level 50)
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    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

    Spoiler: Defender
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    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

    Spoiler: Cover (level 1)
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    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.


    Spoiler: Share the Pain (level 19)
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    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.


    Spoiler: Astra (level 35)
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    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.

    Perseusí 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.


    Spoiler: Immortal Body (level 50)
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    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
    Spoiler: Dervish
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    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
    Spoiler: Ambidexterity (level 1)
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    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.

    Killerís 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.

    Spoiler: Critical Speed (level 19)
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    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 attackís effects.

    Spoiler: Deadly Accuracy (level 35)
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    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 Ďs 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 dieís value instead of rolling it.


    Spoiler: Fierce Assault (level 50)
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    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 targetĎs 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

    Spoiler: Fencer
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    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 alliesí survival.

    Skills
    Spoiler: Block Projectiles (level 1)
    Show
    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 donít attackís 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.


    Spoiler: Preemptive Attack (level 19)
    Show
    Preemptive Attack: Core Ability acquired at level 19. After rolling initiative, you may change one of your diceís 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 doesnít suffer the attackís 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.


    Spoiler: Slippery (level 35)
    Show
    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.


    Spoiler: Total Defense (level 50)
    Show
    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
    Spoiler: Phalanx
    Show

    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
    Spoiler: Impenetrable (level 1)
    Show
    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.

    Spoiler: Tireless (level 19)
    Show
    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.

    Spoiler: Unshakable (level 35)
    Show
    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 donít suffer the attackís effects regardless of the die result. If you fail, for each of the attackís targets, you suffer the attackís effects. If you are successful, for each of the attackís targets, you suffer the 50% of attackís damage. If you have a critical hit, you suffer the attackís 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.


    Spoiler: Indestructible (level 50)
    Show
    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 donít 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

    Spoiler: Rune Knight
    Show
    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

    Spoiler: Defensive Runes (level 1)
    Show
    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.


    Spoiler: Spell Protection (level 19)
    Show
    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.

    Spoiler: Dispe Magic (level 35)
    Show
    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 targetís magic, ending all the targetís 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 targetís 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.

    Spoiler: Return Magic (level 50)
    Show
    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 donít 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 Spellís 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

    Spoiler: Wizard
    Show
    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

    Spoiler: Arcane Adept (level 1)
    Show
    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 itís cost by 25%. Spells that consumed residual energies do not release residual energies.

    Spoiler: Counter Magic (level 19)
    Show
    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 Spellís 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 Spellís difficulty becomes a d100 roll instead of a fixed number.


    Spoiler: Silent Spell (level 35)
    Show
    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.

    Spoiler: Arcane Master (level 50)
    Show
    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.


  16. - Top - End - #16
    Dwarf in the Playground
     
    DwarfFighterGuy

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    Jun 2015

    Default Re: [PEACH] New FFRPG

    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

  17. - Top - End - #17
    Bugbear in the Playground
     
    DrowGuy

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    Mar 2013

    Default Re: [PEACH] New FFRPG

    Ooooh, shiny. I'll grab my copy and read and/or review ASAP. Thank you for your contribution to the FFRPG pool .

    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 .
    Last edited by JBPuffin; 2015-08-08 at 08:27 PM.
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    Spoiler: True Facts
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  18. - Top - End - #18
    Dwarf in the Playground
     
    DwarfFighterGuy

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    Default Re: [PEACH] New FFRPG

    Quote Originally Posted by JBPuffin View Post
    Ooooh, shiny. I'll grab my copy and read and/or review ASAP. Thank you for your contribution to the FFRPG pool .

    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 .

    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

  19. - Top - End - #19
    Dwarf in the Playground
     
    DwarfFighterGuy

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    d20 Re: [PEACH] New FFRPG

    Last book is translated! Download at will, and as always, PEACH!

    http://bit.ly/FFRPG4thDLC1
    Last edited by Bruno Carvalho; 2015-08-11 at 06:14 PM. Reason: Always, not aways

  20. - Top - End - #20
    Dwarf in the Playground
     
    DwarfFighterGuy

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    Default Re: [PEACH] New FFRPG

    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!

  21. - Top - End - #21
    Bugbear in the Playground
     
    DrowGuy

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    Mar 2013

    Default Re: [PEACH] New FFRPG

    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 .

    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.
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  22. - Top - End - #22
    Dwarf in the Playground
     
    DwarfFighterGuy

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    Default Re: [PEACH] New FFRPG

    Quote Originally Posted by JBPuffin View Post
    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: Protťgť (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, Protťgť (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
    "

  23. - Top - End - #23
    Bugbear in the Playground
     
    DrowGuy

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    Default Re: [PEACH] New FFRPG

    Quote Originally Posted by Bruno Carvalho View Post
    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: Protťgť (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, Protťgť (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.
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  24. - Top - End - #24
    Pixie in the Playground
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    Sep 2015

    Default Re: [PEACH] New FFRPG

    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.

  25. - Top - End - #25
    Dwarf in the Playground
     
    DwarfFighterGuy

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    Default Re: [PEACH] New FFRPG

    Quote Originally Posted by Picaboo View Post
    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.

  26. - Top - End - #26
    Dwarf in the Playground
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    Default Re: [PEACH] New FFRPG

    it says the english CD1 isn't working.

  27. - Top - End - #27
    Dwarf in the Playground
     
    DwarfFighterGuy

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    Default Re: [PEACH] New FFRPG

    Quote Originally Posted by steelsmiter View Post
    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.

  28. - Top - End - #28
    Dwarf in the Playground
     
    DwarfFighterGuy

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    Default Re: [PEACH] New FFRPG

    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!

  29. - Top - End - #29
    Dwarf in the Playground
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    Apr 2015

    Default Re: [PEACH] New FFRPG

    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!

  30. - Top - End - #30
    Dwarf in the Playground
     
    DwarfFighterGuy

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    Jun 2015

    Default Re: [PEACH] New FFRPG

    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

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