|
The Chrono Chamber interest poll; A Final Fantasy before all is lost
|
|
Topic Started: August 2, 2013, 1:11 pm (1,210 Views)
|
|
NTNP
|
August 2, 2013, 1:11 pm
Post #1
|
Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
|
The Chrono Chamber: A Final Fantasy before all is lost “Once I believed that anything was possible, that a single life could alter the entire path of fate. I believed that my actions could change the world. I thought with a single, wonderful and terrible moment that I could change my stars and alter the very course of history. I was so foolish, so arrogant and idealistic, but worst of all, I was right.”
The setting: Our story begins in a glowing city of light amid an endless darkness. The city of Aeros, the former capital of the world, stands as one of the last bastions of humanity after the rest of the world has fallen into the void of death and entropy. This grand metropolis is surrounded by giant walls of stone, illuminated by glowing symbols of wind and the image of dragons racing across the sky, an old reminder of the kingdom that has stood here for well over two thousand years. Every hundred feet, a large tower with a great spotlight shines out into the shadows every minute of every day. Hundreds of soldiers, wearing skintight suits and armored jackets patrol the outer walls carrying rifles and shining weapons. On the ground, there are large machines, almost humanoid-looking but standing nearly 100 feet tall and carrying massive cannons on their back; these great magitech armors are the finest weapons ever to be created by mankind. In the center of the town, there is a great tower, rising up well over 200 stories into the sky. From every point on the plains, from the highest mountaintop to the seashore, it could be seen by the illuminating glow and the height of the mighty obelisk happily named the “Lighthouse” by the people of Aeros. Everything in this city glows, from the houses and the walls to the streetlights that shine with the palest green light giving everything a beautiful tint of vert amid the bright light. High above the city there is a constant buzz of airships that come from the darkness back into the great city, often burned and battered from whatever existed from within that terrifying, never-ending night.
The story begins with our characters taking the role of the last defenders of Aeros. They stand defiantly against the greatest threat that humanity has ever known; an endless night that has persisted for almost three years now and deadly abominations known as Shades who can take on the form of any being living or dead. While overwhelmed and on their last legs, our combatants are not alone in their challenge. It has been a long time since the days of swords and sorcery. Once perhaps there was magic in this world, there were gods that walked upon mortal ground and monsters that ruled over the outer regions like tyrants, but those days have been gone for centuries. It was only in the last fifty years that our people began to regain this power through crystals known as ‘magicite’ when the void erupted from the southwest and enveloped almost a fourth of the world overnight. Our leader, the mysterious being known as the “Guardian” produced the mystical shards that have since become the cornerstone of our military forces. Most of our infantry make use of magitech armor that create small fields of energy that protect the owner from harm along with enchantments that allow the physical body to exceed the limits of what most people can achieve. Armed with the finest pieces of technology that the world has ever known, our characters fight against the void and the Shades using glowing blades, plasma rifles, runic gauntlets and mana engines that can mimic the "magics" of old.
The story: Our characters will soon learn that their last “stand” in Aeros is coming very soon. Chosen by the “Guardian” they will be called together during the final climatic battle between the Shades and Humanity. Racing away from the front lines for their lives, they will eventually converge at the base of the “Lighthouse” that stands in the middle of the city like a beacon of illumination amid the shadows. As perhaps one of the last 100,000 people still living in Aeros, our characters represents what might potentially be the last generation that will call the world "Xenon". Then the final battle will begin. In the middle of the fight, they will then receive a terrified message on their comms, telling our characters (and others) to fall back to the central spire, the "Lighthouse." The “Guardian”, the protector of Aeros since the Shades first appeared in our world, is summoning the party. Rushing through the city, they will see the Shades break through the walls and start decimating the population. Some characters will stay behind, trying to save the population and do what they can to defend those here and now. Others will go toward the Lighthouse, toward destiny. Upon reaching the tower, they will encounter the commander of our forces, who will tell us to head up and that "we will hold them as long as we can; you are our last hope" before forcing them into the building and sealing up the doors. Rushing up the building on an elevator, the characters will see images of what is happening in the city along with a glimpse at the four harbingers of mankind's devastation. One is a giant lizard, nearly resembling Godzilla, that rampages through the city with reckless abandon. Another is a humanoid sized being, almost unnoticeable except for the glowing aura of purple and red swirling around him and unimaginable Shades far greater than we could ever imagine appearing around him, decimating the soldiers desperately protecting their home. The next is a small little puff that seems to essentially float upon the wind effortlessly. While unassuming at first, the wake of lightning, fire, ice, wind and water that follows says otherwise. This assault brings the living district to ruin within seconds, decimating the town even further. The last is a hulking giant of stone, steel and fur that storms through the city straight toward the party. Standing easily as tall as the great lizard but moving forward without a seconds pause as he smashes through wall after wall, building after building and pelted by dozens of airships this, juggernaut seems undaunted. All the while, a great orb of sickening purple light swirls above them and the clouds themselves spark with unnatural lightning that rushes through the elevations like a laser powering up. When the party reaches the top of the tower, they meet the "Guardian."
Sitting in a large chair with massive hoses attached to him and the glowing batteries in the area, he seems more machine than man. At least half of his body has been replaced by machinery and the remaining parts that are human are old and wrinkled. He only has one eye and the other half of his face is hidden behind a steel plate. Rolling forward with a massive cane, covered in feathers, rings, charms and all sorts of items that most of the party have never seen before. He is in a large, almost unnatural room that seems entirely different than the place they were in before. Large crystals make up the floor, huge gateways are built into the walls, and there is a large altar in the middle of the room with technology unlike anything the group has ever seen built up around it. This is the Chrono Chamber, the instrument of their salvation. The old man bids them welcome and starts to offer up this monologue to explain what he intends to do…
“This is the dying world of Xenon, all that remains of humanity. This tower, the “Lighthouse” as you now call it, contains the last of the old ways, the last breath of the old gods who once called this world their ward. Magic, do you know what it really is? The mighty airships that race upon the horizon, defending the city of Aeroes are not magic. The rifles that you wield, burning bright with their blue, yellow and red hues are not magic. Not even the surge of chemicals from your gauntlets that let you strike through stone or jump over walls, none of them are true magic. They are mere shades, born from the dead corpses of our gods broken into shards and placed in your childish hands as a miracle of science and wisdom. But these aren’t magic, not really. Just faint illusions of what once was.“
“Years before the skies turned yellow, when the northern mountains still shined at night and the great fields of grain still flowed as far as you could see from the top of the royal tower, there was true magic in this world. Creatures far beyond what you could ever imagine roamed the world and the gods, the creatures that you now call “myths” ruled over the heavens, the earth, and the waves. They were aeons, espers, guardians, they were the last vestiges of our grand creator, left here to ensure that we would never falter, never die out as long as we remained in their care. But then the Void came and the magic, the blessing of our creator vanished. In the deepest crags of the earth, where red embers filled the air and steel poured out of the mountains like dew from the forests, the Void awakened. In little more than a generation, the land was lost to an endless night, one that stretched out as far as the eye could see. Great bellows of smoke poured from the ground and everything began to wither up and die. On the eastern continent, the land of fiendslayers and the quellers of the undead, they rose up against the surge of evils pouring out of the southlands. A great war, one that rivaled that of the Vermillion Empire and the Theocracy of Lumination, embroiled the world in an endless war against the Shades. In less than fifty years, even with the technology you now call magitech, we stand at the edge of devastation. There are only two cities left in this world where humans still draw breath. In our home the city of winds, Aeroes, we make our last stand behind our great walls and tall towers. To the far north, over the mountains on the holy island of Valhalla, our comrades in arms stand as a glowing beacon across the sea. It is only our two cities that grant light now, that shine amid the sea of darkness that surrounds us. We are truly the last of humanity, the shades of our great creator. As we speak, the sin of humanity comes to end our lives, to snuff out the light and bring all to the eternal solitude of stillness and night. This is how we are fated to die, this is the image I saw all those years ago when I first entered into this place. No matter what I have done, this is always the ending. Tell me, can you accept this? Can you accept that this is how humanity must fall? Do you believe that we are unworthy of survival, that we deserve this fate?”
“What if there was a way to save humanity? What lengths would you go to save us? Would you make any journey to save the people of this city? To save the lives of everyone you ever knew? Would you kill to protect your loved ones, even if you knew that you would never be able to be with them again? Would you die for your family and friends, even if your sacrifice would never be remembered? Is there someone, something that is so important to you that you would lose everything else to protect it? I said before: there might be a way to save humanity, but it is not without sacrifices. This is the Chrono Chamber. It has existed since the dawn of creation. Since the beginning of time, this has been the seat of the city of Aeroes and all the civilizations that called it home have protected it. For those whom destiny has chosen, you can call upon the ancient energies here and create a passageway through time. But those who step through these gates cease to exist as they are now, they become unbound to creation. Their destinies, for better or worse, are irrecorably changed. Will you go through the streams of time? Will you cast away your current destinies for a chance to save mankind?”
When the party accepts, a gate will appear in swirling blue and green hue. The guardian will roll forward and touch the device for a few seconds, as his remaining good eye starts glowing and the entire room becomes illuminated (thus the name "Lighthouse" makes a little more sense) and causes the outside world to shine for just a few seconds. Then as the party steps through the chamber, they are yanked and pulled around, thus ending the first "chapter" of the story.
In the second chapter, the party will emerge back into the Chrono Chamber. They will learn that it is nearly 20 years in the past, when the Shade Army has just destroyed the eastern continent and the refugees are flooding the city. For the first time, they see sunlight and grain fields that extend as far as the eye can see. And they meet the protector again but he looks different now. His body is in better condition; he looks visibly younger (perhaps 60's instead of looking near 100) and he welcomes the party and explains that they are in fact in the past. He explains the basics of time travel, what happened, and clears up any questions to the best of his ability. He then explains that today is a very important moment, the one that set the stage for the events that took place in the past. The revealing of the greatest piece of magicite (magical crystal) ever found and what will eventually power all of Aeroes during the final battle, the crystalized remains of our former head god, Bahamaut. He bids the party to go see the magicite crystal and, if they are old enough, to perhaps meet their parents or their younger selves, but asks them not to tell anyone about being time travelers, mostly because they will likely think that they are crazy or it might insight panic. Moving through the city, I will present opportunities to meet some of the former NPCs who might have died and try to get the party to meet with their family/themselves to remember what is worth fighting and dying for. Then the group will see the crystalized remains of Bahamut, but instead of seeing a giant crystal, they instead see a glowing light within. If looked at closely enough, they can even see an image of a great dragon encased. This is meant to help them to start understanding the nature of magitech and what powers it foreshadows. After the party returns, the Guardian from before will explain that this is in fact the past and not an illusion of some kind (again) and then ask the party if their resolve has been strengthened now that they see what will be lost in the future if nothing is done. He will talk about how mankind could always be like this, happy and healthy, if our party is successful in a single thing: killing the man that unleashed the Void into the world in the first place almost 100 years ago. This will set the stage for the party to make their biggest jump back in time, almost 100 years into the days before magitech and when magic still existed naturally in the world; this is where the story will truly begin, as they go to kill the Time Weaver, the instrument that caused all of this pain and torment in a time period closer to the 1900's than the post-modern realm that they knew today.
After completing the one “required” objective, the party will eventually be allowed to have full reign over the time traveling Chrono Chamber and become capable of traveling through time on their own. There are 15 “eras” which exist in the timeline of Xenon and after completing the first objective, the party can choose to go to any of them. However, certain periods are more dangerous than others. In particular, the further back in time we go the more dangerous they become. Our party (and the allies they meet along the way) can now travel through the eras attempting to find a way to change the destiny of mankind and avert the eventual destruction born from the darkness. It is only through the actions of the party that the future can be assured, but at any point. The group can choose to go to the “final battle” in the last era and attempt to save humanity with what they have now.
The mechanics: This narrative will be based on Final Fantasy, which means that physics has been relaxed moderately and most individuals are much stronger, more durable, and are capable of performing tasks significantly more challenging than what we mere humans can do. We will be using predetermined classes (to be provided later in detail) from Final Fantasy, including Black Mages, White Mages, Geomancers, Dragoons, Warriors, Time Mages, Thieves, Ninjas, Monks, Gamblers, Entertainers, Engineers, Blue Mages, Rangers, Samurais, Dark Knights, Paladins and Red Mages. Each of these classes represent access to powerful magics such as Black (destructive), White (restorative) and Time (utility). Additionally each class has an innate ability like the Thief’s ability to Steal, the Dragoons ability to Jump, or the Samurai’s ability to use Bushido to bring out the spirit of their blades. Lastly, each of these classes also possess a pool of 20 unique abilities that can be used as the character levels up along with three unique limit breaks each. There will also be all accessible abilities that can be taken instead. This story will include some stats, where the players will choose to place 24 stats into 4 categories (POWER, RESOLVE *think defensive stats*, DEXTERITY and MIND) which will be used to determine a character’s base combat stats like Health, Mana, Attack, etc. All characters will begin the game with access to equipment, which is bought using a starting pool of resources and grants bonuses as well. As we travel through time, our characters will access weapon and armor types from across the eras ranging from katana blades made from a glowing beam of energy and a crystal-covered handle to a classical-looking steel katana with a dragon engraved in the blade that glows bright red. It will be a unique narrative that is both challenging and rewarding.
Another thing that makes this narrative unique is that it will only be played twice per week. On Friday and Saturday, from 7PM to 11PM we will try to do all our adventuring. These will be defined as “sessions” and each session, I hope to have it where we can complete our objective (or at least part of it) so every week or two we can have the option of changing time periods or choosing to alter our current aims narrative wise. I will also provide a synopsis post detailing what happened last week for anyone who misses those sessions. This means that with each new chapter we could completely revamp our setting going from a modern fantasy to the middle ages and then to almost a world war 1 era conflict. During each of these “sessions”, I will grant EXP for our characters not only for the actions that they took during that session, but also present awards and points for even participating at the time to keep up involvement. Overall, I believe that this limited scheduled game that is highly episodic in nature, could help make a unique, entertaining story unlike what we have done before.
Edited by NTNP, August 2, 2013, 1:11 pm.
|
|
|
| |
|
Garm0099
|
August 2, 2013, 2:04 pm
Post #2
|
Marksman
- Posts:
- 2,007
- Group:
- Champion
- Member
- #32
- Joined:
- Jul 31, 2011
- Steam ID
- Garm0099
|
Sounds fun. I'd probably join if it starts up
|

|
| |
|
Matttheman89
|
August 2, 2013, 2:15 pm
Post #3
|
Assassin
- Posts:
- 1,162
- Group:
- Crusader
- Member
- #66
- Joined:
- Jun 23, 2012
|
Sounds good to me.
|
|
|
| |
|
Primera Espada Yggdra
|
August 2, 2013, 2:55 pm
Post #4
|
The Kitty Cat, Mew!~
- Posts:
- 8,346
- Group:
- Lord
- Member
- #1
- Joined:
- May 12, 2010
|
Well NTNP, taking a look at the poll, we have a majority in favour of this roleplay.
|
   
Because...
My Imagination When talking with you. - Person A
|
| |
|
Keith
|
August 2, 2013, 3:00 pm
Post #5
|
Mage
- Posts:
- 567
- Group:
- Knight
- Member
- #79
- Joined:
- Jul 15, 2012
|
tl;dr
stop voting in your own polls
bets on how long this goes until it dies because the admin leaves due to rl obligations
|
|
MAP OF HYRULE
BESTIARY Deku Baba Deku Scrub Moblin Bulblin Bokoblin Fairy Iron Knuckle
WORLD NOTES World Notes: -Zora are nearly extinct after being slaughtered by Ganon, any Zora characters will be among the last of their kind. Domain is still frozen -Kokiri have scattered into the Lost Woods due to Moblin aggression -Castle Town has been reclaimed and is rebuilding but lacks cohesive leadership -Link and Zelda never returned after defeating Ganon, and the only thing that remains of his castle is the lava pit -Rupees are worthless -To facilitate survival, the crafting of tools such as bombs, arrows, potions, and so on is common knowledge and anyone can do it -Sages never returned from the Sacred Realm either -The Sacred Realm is currently sealed off -Although Link never showed his face again, the Master Sword did mysteriously return to the Temple of Time -The Sacred Stones are still in the Temple of Time as well -I changed my mind, all "items of power" like the Stones or the Medallions are off-limits. Ask for approval!
The setting is supposed to be a sort of "Hylian Souls Z"
|
| |
|
NTNP
|
August 2, 2013, 3:05 pm
Post #6
|
Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
|
@Burnt: That's why we are just going for 2 days per week for a limited amount of time instead of trying to post every day 24/7. I can handle 8-10 hours of active posting on the weekend obligation wise.
Edited by NTNP, August 2, 2013, 3:05 pm.
|
|
|
| |
|
Reikakou
|
August 2, 2013, 7:03 pm
Post #7
|
"Alcohol is humanity's friend. Can I abandon a friend? "
- Posts:
- 1,014
- Group:
- AWL (Inactive)
- Member
- #5
- Joined:
- May 12, 2010
|
Hmmm... Very interesting.
|
|
|
| |
|
NTNP
|
August 2, 2013, 7:25 pm
Post #8
|
Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
|
Here is an example of the "classes" that we will be using: Black Mage:
Spoiler: click to toggle Spoiler: click to toggle Description: Currently a filler, sorry guys I’ll make up some fluff in a minute Focus: Fire Innate Ability: Arcane Soul: All Black Magic spells inflict an additional damage step. If a spell usually causes POWER x 3, it becomes POWER x4 instead. This power is constantly active and stackable with specialization. | Statistical Data |
|---|
| HP Bonus: 14+RES | Weapon Proficiencies | Novice Spells: Lv.1 (3), Lv.2 (2), Lv. 3 (1) | | MP Bonus: 08+MIND | Arcane | Intermediate Spells: Lv.4 (2), Lv. 5 (1), Lv.6 (2) | | Accuracy Bonus: 00+DEX/2 | Armor Proficiencies s: | Expert Spells: Lv.7 (2), Lv. 8 (1), Lv.9 (2) | | Avoid Bonus: 08+DEX/4 | Light | Superior Spells: Lv.10 (2), Lv. 11 (1), Lv.12 (2) | | Skill Bonus: 6 + MIND/2 | Magic Schools: Black | Ancient Spells: Lv.13 (1), Lv. 14 (1), Lv.15 (2) | Abilities: Obliterate: Once per session, this Black Mage may trigger Obliterate as an instant ability allowing him or her to inflict +4 damage steps to an inanimate object such as a wall, a ship etc. If the target is gigantic or higher, this ability can also be triggered resulting in significant damage. Counter Magic: The Black Mage gains the passive ability Magical Counterattack (100%). This means that when hit with an offensive spell, he or she is able to counter attack with any spell that Black Mage possesses as an instant action. However, if the Black Mage is already preoccupied with a slow action (like casting another spell) he or she cannot cast them both and must decide whom to target instead. Golden Gaze: This character gains the ability to see through magical illusions and any other obscuring effects. Additionally by expanding one point of destiny (for that session), the Black Mage can read the surface thoughts of the target. Both parties must make a Finesse roll, if the Black Mage is successful he or she reads the targets mind but if the target wins, the mage is stunned for one turn. Elemental Seal: Once per battle, the Black Mage is able to declare an Elemental Seal being placed upon one enemy as a slow action. For the remainder of the turn, the target’s Magic Armor and any militating spells (like Shell) will be reduced to 0. This effect will remain until the next round of combat. Unnecessary Force: When using an expert ranked spell or higher, this Black Mage’s spells are capable of inflicting medium range knock back and stun to all targets after all parties make a Force check. If the target is inflicted with Elemental Seal, this effect happens automatically. Arcane Insight: When making a lore check on a monster, if it is successful than the Black Mage also possesses a number of interesting advantages as well. That character learns what abilities the monster possesses, what elements that it is weak to and what items can be stolen from that monster. Additionally, the Black Mage gains an advantage to dodging and hitting the target. Storm Stones: A Black Mage can create an “elemental stone” when present in a location where there are considerable weather activities are present such as a thunderstorm, a blizzard, a heatwave etc exists he or she is able to condense that mass of energy into a single form. Generally this is considered a form of synthesis and ranges in difficulty from 11-20 (challenging) meaning that premature attempts at this can be inefficient. If the effect fails, the user is injured by the attempt (User’s POWER x Lv = Damage). After the spell is released, it is dissipated. Favored Spell: Every mage has a favorite spell. By choosing this ability, the Black Mage is able to trigger that spell at normal speed or instantly once per battle. By using a point of destiny, this Black Mage can also cast a favored spell even when it would be otherwise impossible to do so. This ability can be taken multiple times. Specialization: First choose an element: fire, water, earth, lightning or shadow. You can now inflict an extra damage step when using a spell or enchantment of that element. That means that both Fire and Fire Strike would gain the extra damage step. This can be taken multiple times up to 5. Additionally each specialization also grants a passive bonus: 1. Fire: All fire spells inflict burns that cause Power = damage unblockable damage per turn. Any usual process can extinguish this status effect. 2. Water: A veil of water appears around the user, granting him/her the ability to remove any negative status effect by next turn. 3. Earth: When struck by an earth spell, the target is knocked backward and in turn is stunned for the duration of the turn. 4. Lightning: After using a lightning spell and it hitting correctly, a bolt can race into an injured ally restoring their HP equal to 1/4th the damage inflicted. 5. Shadow: When using negative status effects, there is a +2 chance of them hitting the target and will last for 1 turn longer. Limit Breaks: Crystal Cannon By permanently sacrificing 2 points of RES or DEX, the Black Mage may gain one of the following permanently: 1. Gain 3 points to be split between POWER and MIND 2. Permanently gain an extra spell to their repertoire from any magic school. 3. Or permanently gain two extra black magic spells Manafront At the cost of two points of destiny, the Black Mage can cast any spell that is equal to one rank higher or below than what he or she currently possesses. This full access to all magic lasts for the remainder of the session. However, once the Black Mage runs out of MP completely he or she is unable to maintain the effect of Manafront. OsmoseThe Black Mage can use the following spell for the remainder of the session: Name: Osmose (1MP) Target: Single Type: Non-Elemental Spheres of white light erupt from the target and race toward the caster. Osmose destroys MP (POWERxLEVEL)+Black Mage Level = Damage to MP. At that point, all the MP destroyed is restored to the Black Mage.
Blue Mage:
Spoiler: click to toggle Spoiler: click to toggle [img]Still looking around, oops![/img] Description: Currently a filler, sorry guys I’ll make up some fluff in a minute Focus: Earth and Fire Innate Ability: Learning: All Blue Mages are renowned for their ability to learn wild magic from monsters. When engaged in combat, the Blue Mage can witness a monster’s special abilities and then transform them into something usable afterward. All Blue Mages can only gain one new ability per battle and only twice per session. | Statistical Data |
|---|
| HP Bonus: 14+RES | Weapon Proficiencies | Novice Spells: Lv.1 Unlocks | | MP Bonus: 02+MIND | Arcane, Blade, Concealed | Intermediate Spells: Lv.3 unlocks | | Accuracy Bonus: 01+DEX/2 | Armor Proficiencies: | Expert Spells: Lv.5 unlocks | | Avoid Bonus: 08+DEX/4 | Light | Superior Spells: Lv.10 Unlocks | | Skill Bonus: 7 + MIND/2 | Magic Schools: Blue | Ancient Spells: Lv.15 Unlocks | Abilities: Observe: Improving upon Blue Mage’s innate skill learning, this allows the Blue Mage to observe up to two new wild magics per battle and learn up to four new abilities per session. Additionally, if the Blue Mage is incapacitated during the battle, it is still possible to learn this new ability. Defy Death: A Blue Mage, due to their dangerous lifestyles, can cheat death more effectively than others. The cost to cheat death is reduced to 3 instead of the standard 7. Blazes of Glory are reduced to 2 from the original 5 as well. Blast Bomb: The Blue Mage can create a “Blaster” as a slow action, which is invisible, floating mine that can be set to explode at the Blue Mage’s will. These conditions can be anything, from “if someone enters into the scene” or “if I get KOed” it could work. The damage inflicted is equal to the Blue Mage’s maximum MP score and hits all targets within the local area as the Blue Mage wills. There can only be one Blaster present at a time and is easily trackable by the energy signature released afterward. Sapphire Seal: The next spell or ability used by the Blue Mage will ignore Reflect, any mitigating effects (like protect, shell etc). Additionally, all Blue Magic attacks now inflict Mana Refresh which grants 50% MP restoration for the damage done by this attack. This ability can be activated once per battle. Chimera Blood: Choose one of the seven elements: Fire, Water, Wind, Earth, Lightning, Physical, Shadow and Holy. The Blue Mage can now absorb one of those elements and receives a weakness to another one on that list. This can be taken up three times and this effect overrides the bonuses provided by other effects. However, any weaknesses can be overcome via wards, absorbs, nulls etc. Diffusion: When using Blue Magic, the user can expend 25% of your maximum HP to increase the type of targeting used. This means that a single target ability or spell increases to group. Group becomes All. All becomes Local. As applicable the Wild Magic becomes controllable. Rippler: When a Blue Mage is inflicted with a status effect, he or she can “share” this status with another target. If the target is immune to that status effect, it becomes useless. This ability cannot be used along with a standard action. Escalate: After casting a spell of any color or launching an attack of any type, the Blue Mage can expend 25% of his/her HP to increase the damage step by 2 or increase the chances of inflicting status effects by +2. Escalate can be used multiple times on the same spell or attack. If the user’s HP is reduced to 0HP, he or she will fall unconscious and be unable to rise this battle. Bloodline: A Blue Mage can go as far as to become part of the monstrous races he or she fights. This ability grants the user the “monster”-killer category to all of their attacks and they become “monster” as a subcategory making all “killer or slayer” abilities function on these individuals. Additionally, each bloodline grants a particular ability too. 1. Aerial: The user becomes capable of self-sustained flight and can lift another humanoid. 2. Amorph: The Blue Mage’s internal organs lose any discernible anatomy and can alter their form at will. 3. Arcana: All attempts to destroy or steal this character’s MP instantly fail. 4. Aquan: As comfortable on land as in the water, this Blue Mage can never drown and can swim exceptionally well. 5. Beast: After gaining monstrous additions, this character gains pugilist at all times. Using claws, feet and teeth, the Blue Mage can inflict damage = POWER x Class/2. 6. Construct: This Blue Mage can communicate with machines without touching or seeing it. As such, all systems attempts can be done at a distance and are more likely to succeed. Additionally this Blue Mage gains immunity to poison, fear and zombie. 7. Dragon: The Blue Mage’s skin becomes much thicker and covered in scales. All Armor and M.Armor scores are increased by 25%. 8. Fiend: A fiendish Blue Mage loses it’s weakness to Shadow and gains a weakness to Holy. All monsters now treat this character as wary instead of hostile. As such, no monster without prodding will willingly attack this Blue Mage. 9. Plant: After gaining a green hue, this character now regains 100% MP and HP after all battles if they choose to rest. This can only be used in places with access to sunlight, soil or water. 10. Undead: As zombified Blue Mage, this character is undying and cannot be permanently killed without using Holy spells. As such, this character can revive itself after every session. Also any holy healing magic now inflicts damage instead of restoration. Limit Breaks: Metamorphosis: Metamorphosis is a slow action that requires one point of destiny to use. Upon doing so, this Blue Mage may become any non-Boss monster that he or she has defeated in the past. This new form may vary from a cuddly rabbit to a mighty behemoth. For the remainder of the session, the Blue Mage is now considered this creature. He or she has the same race, stats, skills, abilities and spells usually available to that creature as presented previously. In addition, any interaction with the Chimera Blood and Bloodlines abilities are considered present and add to the creature’s strength. Any negative weaknesses based on those two abilities, if applicable, are replaced by this new transformation. However, the Blue Mage cannot access any of his own spells or abilities in this new form. While transformed, the world will view the Blue Mage as this creature. Bad Breath: As a slow action and making an appropriate Force check against all enemies, the Blue Mage can release a noxious breath that inflicts a variety of negative status effects upon the enemy party based on random chance via a dice roll: 1: Bad Breath hits allies instead of enemies, roll again! 2-4: Poison 5-6: Poison, Blind and Zombie 7-8: Poison, Blind, Zombie and Stop 9-11: Poison, Blind, Confuse, Zombie, Stop and Seal 12: All negative status effects are applied! Absolute Power: For the remainder of the session, any EXP that the Blue Mage would receive is replaced by a point of Destiny. Additionally, all actions that use Destiny have their costs reduced by half.
Dark Knight:
Spoiler: click to toggle Spoiler: click to toggle [img]----[/img] Description: Currently a filler, sorry guys I’ll make up some fluff in a minute Focus: Fire and Earth Innate Ability: Darkside: As an instant ability, a Dark Knight can cause his next attack or spell to become shadow element instead of it’s regular element and increase the damage step by three! This means a slash using a tier 1 sword would go from 1xPOWER to 4xPOWER, along with a 50% bonus to damage against humanoids. However, this great power comes at a steep cost. Regardless of hitting the target or not, the Dark Knight loses 25% of his or her maximum HP after the attack concludes. If combined with a critical hit, the Dark Knight instead loses 50% of his or her maximum HP. | Statistical Data |
|---|
| HP Bonus: 18+RES | Weapon Proficiencies | Novice Spells: Lv.1 (2), Lv.2 (1), Lv. 3 (1), Lv.4 (1) | | MP Bonus: 02+MIND | Blade, Brawl and Huge | Intermediate Spells: Lv.5 (2), Lv. 6 (1), Lv.7 (1), Lv.8 (1) | | Accuracy Bonus: 02+DEX/2 | Armor Proficiencies: | Expert Spells: Lv.9 (2), Lv. 10 (1), Lv.11 (1) | | Avoid Bonus: 04+DEX/4 | Heavy | Superior Spells: Lv.12 (2), Lv. 13 (1), Lv.14 (1) | | Skill Bonus: 5 + MIND/2 | Magic Schools: Black | Ancient Spells: Lv.15 (1) | Abilities: Forceful Intentions: The Dark Knight may now use FORCE instead of FINESE for any roll. Shadeblade: As an instant action, the next physical attack launched by the Dark Knight becomes local and damages all nearby targets... enemies, allies, unarmed onlookers and the environment itself. Only you are spared the pain. Last Resort: When under 50% HP, all attacks launched by the Dark Knight have their damage step increased by one. When under 25%, all attacks may deal shadow damage if the user chooses. Black Sky: As a standard action to activate, the next time that this Dark Knight casts any of the following status effect spells: Arise, Bio, Hex, Curse, Poison, Blind, Melt, Drain, Virus, Berserk, Zombie or Scathe treat it as a group spell instead of an individual spell. Deteriorate: After taking this ability, any attempt to inflict a status effect on an opponent is more likely to work. Most status effects require opposing Force rolls. In these situations, increase your character’s force roll by +2. This can be taken up to three times. Vendetta: The Dark Knight’s weapons are all treated as possessing the “monster” eater quality, allowing them to regain 50% HP when you slay a creature of that race. Each time that this ability is taken, you can increase the total number of “races” targeted by this ability. After each session, the Dark Knight may choose a different race to be targeted. Vengeful Strike: Whenever a Dark Knight interrupts a slow action individually or as part of a group (by having a critical hit, limit break, fear, stun, or other restraining status effect or team attack), this character can either launch a spell or take an another attack as an instant action. Night Sword: By activating Night Sword as a slow action once per battle, the Dark Knight’s next attack gains the following: HP Drain, Zombie Touch and “monster” eater. This attack can be launched from short to long range. Bad Blood: All humanoids have a natural weakness to Shadow, but with your experience in the Void you now absorb the energy from all shadow attacks. Devouring Darkness: As a standard action, a Dark Knight can turn the immediate local area into a realm of darkness that inflicts shadow damage to everything within (including the Dark Knight) at a rate of POWER = damage. This damage is not reduced by M.ARMOR. If the Dark Knight is knocked unconscious or killed, the Devouring Darkness is instantly dispelled. Limit Breaks: Killing Machine: During the chaotic and destructive roar of battle, the Dark Knight may enter into a frenzy where his or her strength is augmented by the blood that has been spilled. For each enemy reduced to 0HP or slain, the Dark Knight gains an additional damage step, +1 accuracy and +1 avoid. This limit break lasts for the duration of the battle and de-activates after the last foe is slain. This effect can be combined with the Dark Knight’s other limit break Soul Eater. Dominate: By expending 3 points of destiny and successfully making an opposing FORCE roll, a Dark Knight may place a Mark of Dominance on another character (PC or NPC). This binds the two parties with powerful dark magic. This mark grants a number of effects including: Once per session the ability to take possession of the recipient of the mark for 1 turn in combat (similar to an irresistible Charm spell) that can make the target take any non-self-harming action. Outside of combat, this effect can persist for minutes. The Dark Knight can always tell the location and status of the mark recipient. Lastly, the recipient loses -2 attack, -2 accuracy and -2 avoid when fighting against the Dark Knight. Meanwhile the granter of the mark gains +2 attack, +2 accuracy and +2 avoid when fighting against that target. Only one target can be marked at a time. Soul Eater: By activating this limit break, the Dark Knight must expend one point of destiny. For the rest of this session, anytime that an enemy is reduced to 0HP, the Dark Knight may perform a horrific “deathblow” that causes fear in all who witness it, from allies to enemies and even neutral parties. After the battle, the Dark Knight can make use of the souls of the fallen to increase his or her attributes by +2 permanently. If this effect is taken, the destiny points are lost permanently.
Edited by NTNP, August 4, 2013, 10:16 am.
|
|
|
| |
|
Sin
|
August 2, 2013, 9:08 pm
Post #9
|
Slow and steady...
- Posts:
- 1,838
- Group:
- Crusader
- Member
- #80
- Joined:
- Jul 16, 2012
|
I don't care for the complexity of it. As Burnt said, it's a lot to read and that "Class" example was insanely confusing.
|
|
|
| |
|
DVD Player
|
August 3, 2013, 12:26 pm
Post #10
|
Mdl. No. 00X "Burrito"
- Posts:
- 880
- Group:
- Knight
- Member
- #72
- Joined:
- Jun 29, 2012
- Steam ID
- DVD Player
|
Yeah, can't say I was expecting that level of complexity in the character sheets :S
|
|
| |
|
NTNP
|
August 4, 2013, 7:05 am
Post #11
|
Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
|
Actually that's just a class sample that I copy pasted around. The character sheet itself shouldn't be too hard. The class see just tells you what "abilities" that you can have if you belong to that class along with making up part of your stats. This is the character creation sheet:
Final Fantasy Character Sheet: Name: Obvious Job: Choose one of the below Black Mage, White Mage, Time Mage, Geomancer, Dragoon, Warrior, Thief, Ninja, Monk, Gambler, Entertainer, Engineer, Blue Mage, Dark Knight, Paladin, Red Mage, Ranger, Samurai EXP: 0/10 Gil: Destiny: A magical, semi renewable resource that let you do amazing things ranging from inflicting critical hits, acing a skill check, summoning aeons, using certain awe inspiring abilities and performing limit breaks. It can even let you change your base class, cheat death or go out in a blaze of glory!
Gender: Male or Female Age: Race: All humanoids possess a weakness (50% shadow damage), at start only humes are still alive. Any other unique race from the setting will have to be discussed via PM Appearance: This is Final Fantasy, so hammer space is available as necessary
Quote: “-” Worth 1 Destiny Point Goals: 3 Short Term Goal (worth 1 Destiny point upon completion) and 1 Lifetime Goal (worth 5 Destiny points upon completion)
Back Story: How did you end up here? While I usually like some detail for this given we are all forced together in Aeros because it is one of the two remaining cities in the world I understand some briefness. However, do consider if your character has a loved one in the city, if they have a child or perhaps a parent who is still alive in Aeros, something like that might make for a better story early on.
Personal Attributes: 25/25 to spend at lv.1 Power: This score represents how much energy and strength you bring to the battle, whether it comes in the form of physical strength or magical might. Resolve: This score represents endurance, determination, drive and the willingness to withstand any assault. Characters with high resolve find themselves standing firm when his or her companions have already fallen to their knees. Dexterity: This attribute represents speed, physical agility and hand-eye coordination. Individuals with high dexterity really shine with quick weapons or in actions that require a last second dodge. Mind: This score represents your openneness to the flow of energy. Be it in a time where magic flows like the rivers or in a distant future where it is machines that empower the world, individuals with high mind can sense this power and use it to their fullest.
Secondary Attributes:
Spoiler: click to toggle Force: (Power + Resolve)/4=# Finesse: (Dexterity + Mind)/4=#
Combat Statistics:
Spoiler: click to toggle Health Points (HP): (Resolve + Job HP)xLevel=# Magic Points (MP): (Mind + Job MP)xLevel=# Attack: (Might or Dexterity x Tier of Weapon) + Level = # Accuracy: (Dexterity/2 + Job Accuracy) + Level = # Avoidance: ((Dexterity/4) +Job Avoidance) + Level = # Physical Armor: (Resolve/2)+Armor= # Magical Armor: (Mind/2)+Armor= #
Abilities: Innate Ability: This is determined by your starting class
1. Ability: Available at Lv.1: This ability can be chosen from your starting class or a list of general abilities 2. Ability: Available at Lv.1: This ability can be chosen from your starting class or a list of general abilities
1. Spell Slot: Magic Type: MP Cost: Available to all magical classes. The “color” magic you possess is determined by what schools your base class has access to. 2. Spell Slot: Magic Type: MP Cost: Available to Red Mages, Time Mages, Black Mages, White Mages. The “color” magic you possess is determined by what schools your base class has access to. 3. Spell Slot: Magic Type: MP Cost: Available to Black Mages and White Mages. The “color” magic you possess is determined by what schools your base class has access to.
Skills: The total number of “trained” skills equals your Mind score/2 + Job Skill number. When you become “trained” in an area, it increases your character’s ability to successfully do these actions based on their total level. Trained skills are considered Lv. X 2, while untrained skills are treated as merely Lv. X 1. Additionally, when put into situations where applicable, an individual’s skills may provide additional options for RPing, EXP and items as well. When leveling up, you can increase the total number of skills a character is trained in OR increase the amount of training they have in that skill. If a skill is improved upon, the overall effectiveness of it increases up one level. So a trained “athletics” skill that gets leveled up again goes from Lv.x2 to Lv.x3 instead.
Spoiler: click to toggle Athletics: Acting and Disguise: Awareness: Escape: Healing: Inquiry and Information: Language and Deciphering: Lore: Mercantile: Survival: Negotiation: Perform: Scavenge: Stealth: Swimming: Synthesis: Alchemy Synthesis: Cooking Synthesis: Tinkering Synthesis: Armor Synthesis: Weapons Systems: Thievery: Vehicles:
Equipment: Primary Weapon Slot: Weapon Type = Arcane (uses power), Blade (uses power), Brawl (uses power), Concealed (uses dexterity), Huge (uses power), Ranged (uses dexterity), Reach (uses dexterity) Secondary Weapon Slot: From above list Supportive Item Slot: Shields/Backpackets/Ammo Cases etc Armor Slot: Head Slot: Feet Slot: Accessory Slot 1: Accessory Slot 2: Consumable 1: Consumable 2: Consumable 3: Consumable 4: Consumable 5: Consumable 6: Usable Item 1: Usable Item 2: Usable Item 3: Usable Item 4:
So yeah, the only thing you really need to know about the "base classes" is what abilities that they can give and your innate ability. Everything else is just simple addition/multiplication/division that the system (aka me) can do for you in about 6 seconds.
Edited by NTNP, August 4, 2013, 7:10 am.
|
|
|
| |
|
NTNP
|
August 4, 2013, 7:58 am
Post #12
|
Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
|
So how about we see how this would look if we made say… a Black Mage using the information from above and we get a glimpse into what sort of characters can be made using this system? Final Fantasy Character Sheet: Name: Sargent Andria Black Job: Black Mage EXP: 0/10 Gil: 500 Destiny: 1
Gender: Female Age: 29 Race: Hume Appearance: Andria is the one on the far right
Spoiler: click to toggle
Quote: “I will make this world worthy of my daughter!”
Goals: 1. Short Term: Save Aeros 2. Short Term: Save the life of one of her squad mates 3. Short Term: See her parent’s house again in what remains of the Machina Empire, if it still exists 1. Long Term: Create a world where Lilly, Andria’s daughter, can grow up without fearing the Void.
Back Story: Andria is a soldier who was originally born in the Machina Empire before it fell. She was trained in the military academy in the “paramagic” studies and became a specialist in elemental casting before the order to withdraw from the Machina Empire and fall back to Aeros. She has been in Aeros for almost 7 years now. During that time she fell in love with a member of the Dragoons, an order formerly of the United Lands of Terra and gave birth to a little girl named Lilly who is now 5. Her lover died last year during one of the Shade attacks, since then it has just been Andria and Lilly. While heartbroken, Andria is resolute that she WILL make a world that is good enough for her little girl and as such has thrown herself into the service of Aeros.
Personal Attributes: 25/25 to spend at lv.1 Power: 8/10 Resolve: 5/10 Dexterity: 4/10 Mind: 8/10
Secondary Attributes: Force: (8 + 5)/4=3 Finesse: (4 + 8)/4=3
Combat Statistics: Health Points (HP): (5 + Job HP: 14)xLevel 1=19 Magic Points (MP): (8 + Job MP: 08)xLevel 1 = 16 Attack: (8 x 1) + 1 = 9 Accuracy: (4/2 + Job Accuracy: 0) + Level 1= 3 Avoidance: ((4/4) +Job Avoidance: 8) + Level 1= 10 Physical Armor: (5/2)+Armor 2 + Head 1 + Feet 1= 7 Magical Armor: (8/2)+Armor 6 + Head 2 + Feet 2 = 14
Abilities: Innate Ability: Arcane Soul: All Black Magic spells inflict an additional damage step. If a spell usually causes POWER x 3, it becomes POWER x4 instead. This power is constantly active and stackable with specialization.
1. Specialization: Black Mage Ability: Lightning: You can now inflict an extra damage step when using a spell or enchantment of that element. That means that both Fire and Fire Strike would gain the extra damage step. After using a lightning spell and it hitting correctly, a bolt can race into an injured ally restoring their HP equal to 1/4th the damage inflicted. 2. Obliterate: Black Mage Ability: Once per session, this Black Mage may trigger Obliterate as an instant ability allowing him or her to inflict +4 damage steps to an inanimate object such as a wall, a ship etc. If the target is gigantic or higher, this ability can also be triggered resulting in significant damage.
1. Thunder: Black Magic: 5 MP: Target: Single: A brilliant bolt of lightning races from Andria’s fingertips after her ether charger activates, striking it’s mark with barely contained energy. Inflicts PWRx3 damage to enemy normally. Due to class and specialization, Andria’s Thunder spell inflicts 8x5=40 points of lightning damage to the enemy. 2. Fire: Black Magic: 5 MP: Target: Single: A burning sphere appears in Andria’s hand after her ether charger activates. With a flick of the wrists the crimson ball goes flying toward a single target before exploding. Inflicts 8x3= 24 fire damage to enemy. 3. Blizzard: Black Magic: 5 MP: Target: Single: An icy aura appears around Andria as the ether charger on her back activates. Then dozens of small, icy projectiles come flying toward a target from above piercing and exploding around the target. Inflicts 8x3= 24 ice damage to enemy.
Skills: (8/2=4) + Job Skills 6 = 10 Skills
Spoiler: click to toggle Athletics: Trained Acting and Disguise: Awareness: Trained Escape: Healing: Inquiry and Information: Trained Language and Deciphering: Trained Lore: Mercantile: Trained Survival: Trained Negotiation: Trained Perform: Scavenge: Trained Stealth: Swimming: Synthesis: Alchemy Synthesis: Cooking Synthesis: Tinkering Synthesis: Armor Synthesis: Weapons Systems: Trained Thievery: Vehicles: Trained
Equipment: Primary Weapon Slot: Machina Brand: Crimson Battle Rod: Tier 1: Arcane: A large metal staff with an ether drive attached to the base and a curved bell like structure at the top. When primed, it releases blast of energy toward enemies. It possesses Fire Strike. Inflicts 8x1+1=9 damage per shot + 1 for fire strike = 10 damage per shot. Secondary Weapon Slot: NA Supportive Item Slot: Ether Drive: Supports the use of magic Armor Slot: Choco Brand Support Matrix: Tier 1: Light: A full body matrix attached directly to the flesh itself providing a thin layer of protect. When forced under half health, the matrix will work in combination with an internal ether drive to create SOS: Shell which reduces elemental damage by half. +2 ARMOR, +6 M.ARMOR Head Slot: Support Visor: Tier 1: Light: Provides access to command along with the ability to see in the dark. +1 ARMOR, +2 M.ARMOR Feet Slot: Serene Incorporated Dampening Boots: Tier 1: Light: A pair of light weight boots with a great deal of plastic on the sole and grips. There are small runic symbols of some sort on it. Ordered from the isle of Valhalla and designed for protection against thunderstorms, these boots Ward Lightning. +1 ARMOR, +2 M.ARMOR Accessory Slot 1: NA Accessory Slot 2: NA Consumable 1: Ether Battery: A small booster battery that can be attached to the ether drive allowing for continued casting. Restores 25 MP. Consumable 2: NA Consumable 3: NA Consumable 4: NA Consumable 5: NA Consumable 6: NA Usable Item 1: Rope Usable Item 2: Hand Held Computer Usable Item 3: NA Usable Item 4: NA
Edited by NTNP, August 4, 2013, 7:59 am.
|
|
|
| |
|
Primera Espada Yggdra
|
August 4, 2013, 5:10 pm
Post #13
|
The Kitty Cat, Mew!~
- Posts:
- 8,346
- Group:
- Lord
- Member
- #1
- Joined:
- May 12, 2010
|
NTNP, would you like to elaborate on what Focus and Finesse is? Oh, and what exactly does each skill do? I think some people are still confused.
|
   
Because...
My Imagination When talking with you. - Person A
|
| |
|
NTNP
|
August 4, 2013, 6:34 pm
Post #14
|
Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
|
Force: This secondary attribute represents how difficult it is to oppose this character physically. From resisting the a poison, withstanding the petrifying gaze of a basilisk, to withstanding a hail storm or even slicing iron bars in half using a butter knife, this score represents a character’s toughness and strengths.
Finesse: This secondary attribute represents how difficult it is to oppose this character mentally and intellectually. From recognizing the green drop of poison on an incoming knife, knowing how to reflect a basilisk’s gaze using a shiny piece of metal on the ground, to knowing where to hide in a hailstorm or being able to sweet talk or infuriate a guard into opening the door, this score represents a character’s insightfulness and guile.
Generally if you plan to "overpower" or "will through" an action that is considered an act of Force. If you plan to out think, out prepare or outdo an enemy it is an act of Finesse. Generally these are your two "what we will use in action" stats when it isn't time to beat something unconscious with a stick or catching someone on fire. Additionally, many of the skills are attributed to either Force or Finesse.
List of Skills and What they do: Athletics: The ability to climb, run, tumble, jump, balance and take falls with grace and skill. A character with this skill possesses considerable coordination, balance and flexibility, which allows him or her to execute complex acrobatic maneuvers and acts of athleticism as if they were second nature.
Acting and Disguise: This character can lie, pretend, exaggerate, fake emotion and devise new personalities on the fly without a moment’s hesitation. This expert deceiver is usually well versed in the ways of deception and can often take on the role and appearance of a target with little difficulty.
Awareness: Individuals trained in this art are exceptionally aware of their surroundings and have keen senses. From listening, to spot checking, trap finding, tracking or even noticing the differences between a real elixir and that of blueberry flavored water in a potion container this individual excels in noticing what others might not.
Escape: Everyone gets caught up occasionally, but this character KNOWS how to get themselves free. From slipping a pair of handcuffs, crawling out of the wreckage of a destroyed airship, knowing which window to jump out of mid-fight to reach the ground in the least expedient way possible or even fleeing a fight that you cannot win. Individuals who are trained in how to escape also tend to live longer when things go from bad to worse.
Healing and Restoration: A character with this skill knows enough about the human body to treat illnesses, creating restoring salves, make medicine or even how to repair a torn ligament using the things around them. Generally, these individuals can help make the thrilling but dangerous world of adventuring a little easier with their presence.
Inquiry and Information: From learning about the location of an ancient temple lost to time from the royal library, finding out who is this strange “one eyed Jack” everyone keeps mentioning in hushed tones or just figuring out how to order a pizza on one of these stupid touch screen monitors in Aeros, being able to find out what you want to know painlessly and effectively is a remarkably good quality to possess.
Language and Deciphering: Just because Common is the most ‘common’ form of communication in the world, doesn’t mean it is the only one. From the various dozen different archaic langauges of the world like Moogle (kupo has over 5000 meanings, for the untrained), to the hissing tongue of the bangaa that the geomancers use in their rituals to even the runic symbols on our own walls in Aeros there are dozens of languages in the world. Learning them, being able to figure out what they say and how to use these languages could prove very useful…
Lore and History: It is important to know a little bit about the world around you. From understanding the basics of geography of a particular area, what are the major landmarks in a town, what festivals often take place here, who were the major kings, emperors and presidents in this nation, what are the gods of this country, what is a Malabroro’s major food source, how fast does a Chocobo actually run, what in the world is an esper, how does an ether drive work and why do some people still cling to ‘magic’ as natural function in the world are ALL things that can be answered by individuals trained in Lore and History.
Mercantile and Evaluating: Ever wonder what a mysterious necklace is worth? Ever try to figure out why certain people can go into a shop with 500 gil and get a sword, shield and armor while someone else can only come out with the same sword and shield? Individuals who are trained in Mercantile and Evaluation know how to make the best out of their resources and can get the best deals around if they put the effort into trying instead of just accepting the market price.
Nature and Survival: Do you know what a red mushroom with white dots does for you? Do you know what happens if you eat a blue flower with green thorns? If you see moss is growing on one side of a tree but not the other, what does that mean? Heck, if you are in town and there is the smell of cat pee and burning cider on the wind do you know what is probably being cooked in that house down the street? All of these facts come as second nature for individuals who are trained in nature and survival.
Negotiation and Diplomacy: This is the fine art of how to get your way. While often a requiring a bit of improvisation, planning and maybe a little coercion to adapt to the specifics, a character who has experience in this area can usually figure out a way to get his or her way, be it by intimidating a wimpy guard, dominating a weak willed servant, seducing a hapless farm hand or by persuading masses to join your cause with a rallying speech, all of these things require equal part intelligence and equal part negotiation and diplomacy.
Perform: This character can express him or herself in a variety of ways, including singing, dancing, playing almost every instrument under the sun, reciting speeches or even posing interesting challenges, this is an essential skill for Gamblers and Entertainers but can also be useful for a lot of other people who will be swaying the hearts and minds of others.
Scavenge: For anyone intending to become an avid user of synthesizing new armors, weapons and accessories will find this skill exceptionally useful. After most battles, when looking through overturned shops or just searching through the remains of a city an individual who is trained in scavenging can often obtain things that others could not.
Stealth and Secrecy: Understanding the basics of subterfuge, sneaking through dark corners or just strolling through a crowd while carrying the entirety of the royal family’s jewels on your person and there are a hundred guards around looking for you, being skilled in the areas of stealth and secrecy can mean the difference between life and death sometimes.
Swimming: We all know the importance of being able to swim if we have ever been pushed into a pool when we were not expecting it. However, considering the vast amount of equipment many of our characters will carry and that most of our pools are deeper than five feet the ability to swim is exceptionally important from time to time.
Synthesis: Alchemy: Synthesis is the act of creating something that is worth more than its collective parts. In the case of alchemy, this process involves the knowledge of what compounds can be combined together to make a considerable boon or boom depending on the interests of the alchemist.
Synthesis: Cooking: Synthesis is the act of creating something that is worth more than its collective parts. With cooking, the process is a normal and natural thing that everyone does but those who are trained in it can produce effects that are significantly better than your average fast food chain.
Synthesis: Tinkering: Synthesis is the act of creating something that is worth more than its collective parts. Often the domains of engineers and those who are ahead of their times, tinkering is a time honored tradition of making the improbable possible using the random belongs thrown around the garage or workshop.
Synthesis: Armor: Synthesis is the act of creating something that is worth more than its collective parts. Forging the newest shielding technology to an old school buckler or even a suit of platemail with mystical ruins that grant the user invincibility to fire are all within the purview of an individual who is skilled in armor making. Now all you need is the rare component to make your masterpiece.
Synthesis: Weapons: Synthesis is the act of creating something that is worth more than its collective parts. When creating masterpieces of war and destruction, there is something wonderful about knowing how to repair and create a sword with your own hands. With a little bit of training, most individuals can eventually master the process of constructing their own personalized death dealing instrument of pain.
Systems and Engineering: In a modern age (eras 13-15), there are quite a few examples of modern technology. Even before then, knowing the basics of engineering can prove exceptionally useful when it comes to figuring out the various demands of the different eras the party might find themselves in.
Thievery: A character trained in thievery can perform a gambit of illegal and illicit activities with speed, skill and grace. From opening locked doors and treasure chests, cheating at dice, forging documents or picking a pocket or two can all prove to be invaluable skills given that a lot of the time we won’t always be on the same side as the law as we try to tempt fate.
Vehicles: It takes some skill to take the helm of any vehicle. From a smuggling ship, a sailboat, an airship, a motorized bike or a hand glider all take some skill. For individuals who have taken some time to learn how to use these wonderful creations to the best of their ability, it can make the world a lot easier to navigate.
Edited by NTNP, August 4, 2013, 6:34 pm.
|
|
|
| |
|
Reikakou
|
August 4, 2013, 7:05 pm
Post #15
|
"Alcohol is humanity's friend. Can I abandon a friend? "
- Posts:
- 1,014
- Group:
- AWL (Inactive)
- Member
- #5
- Joined:
- May 12, 2010
|
Frankly... this is too complex...
|
|
|
| |
|
Garm0099
|
August 4, 2013, 7:45 pm
Post #16
|
Marksman
- Posts:
- 2,007
- Group:
- Champion
- Member
- #32
- Joined:
- Jul 31, 2011
- Steam ID
- Garm0099
|
It seems fine to me honestly. It just takes a bit more work to get into than a normal rp and I'm fine with that. Although I do understand why other could think it's a bit much maybe...
|

|
| |
|
Reikakou
|
August 4, 2013, 9:16 pm
Post #17
|
"Alcohol is humanity's friend. Can I abandon a friend? "
- Posts:
- 1,014
- Group:
- AWL (Inactive)
- Member
- #5
- Joined:
- May 12, 2010
|
For a casual RPer like me, it's kind of an issue. Well... let's see the final product of NTNP.
|
|
|
| |
|
NTNP
|
August 5, 2013, 8:35 am
Post #18
|
Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
|
I admit, I tend to make the character creation process to be more constrictive and complex than most but there is a reason for it. While going through the initial process is usually rather challenging, once everything is said and done, there are almost no complications that take place in the actual RPing process. Additionally, if you do have any trouble getting through the character creation process all you really need to do is send me a PM asking for help. About half the site at one point or another has needed to PM me about one process or another. If you have a good idea of what you want, within about an hour we can have you a character up and running.
|
|
|
| |
|
Primera Espada Yggdra
|
August 5, 2013, 3:07 pm
Post #19
|
The Kitty Cat, Mew!~
- Posts:
- 8,346
- Group:
- Lord
- Member
- #1
- Joined:
- May 12, 2010
|
Okay, NTNP wants me to post the list of magic spells, so I will do so.
Black Magic
Spoiler: click to toggle NOVICE
Blizzard (5 MP) Target: Single or Group Type: Elemental (Ice) Reflectable A flurry of high-speed ice particles are launched at the target, inflicting (PWR x 3) + 2d6 points of Ice damage to a single target, or (PWR x 1) + 2d6 points of Ice damage to all enemies.
Elemental Spikes (9 MP) Target: Single Type: Elemental (Varies) The character is surrounded by globes of elemental energy. Declare which of five elements the Spikes will be tied to – Fire, Ice, Water, Wind, or Lightning – when casting this Spell. Anyone striking someone protected by Elemental Spikes will take (RES x 1) points of elemental damage. This damage is not reduced by M.ARM or Shell. Job abilities can be used to increase the damage steps of elemental spells, and Elemental Spikes last until the end of combat.
Twilight (2 MP) Target: Local Type: Effect Torches and lanterns wink out, and a strange darkness creeps outwards, reducing the illumination in the area and turning the battlefield into Difficult Terrain. Bright, direct sunlight becomes shadowy and causes a -2 penalty to attack rolls for both enemies and allies alike. If the spell is cast in an environment that is already dark, the area becomes pitch black and all combatants are affected by the negative status effect Blind, which cannot be removed by other spells or items. The effects of the Twilight spell last for several turns.
Fire (5 MP) Target: Single or Group Type: Elemental (Fire) Reflectable A burning sphere of fire rushes towards a chosen point, exploding on impact. Fire inflicts (PWR x 3) + 2d6 points of Fire damage to the target, or (PWR x 1) + 2d6 points of Fire damage to all enemies.
Sleep (5 MP) Target: Single Type: Status Reflectable, Resistible Clouds of light mist play around the target as an apparition of the moon appears overhead. If the target doesn’t resist the calming influence of the starlight softly showered over it, it becomes inflicted with the Sleep status ailment. Although Sleep ends if the target takes damage, this spell remains a powerful method of temporarily taking one foe out of the fight.
Thunder (5 MP) Target: Single or Group Type: Elemental (Lightning) Reflectable A brilliant bolt tears down from the sky, striking its mark with barely-contained energy. Thunder inflicts (PWR x 3) + 2d6 points of Lightning damage to the target, or (DEX x 2) + 2d6 points of Lightning damage to all enemies.
Stone (5 MP) Target: Single or Group Type: Elemental (Earth) Reflectable Several large chunks of earth rise from the ground at the caster’s feet, then hurl themselves at a nearby foe with surprising force. Stone inflicts (PWR x 3) + 2d6 points of Earth damage to the target, or (PWR x 2) + 2d6 points of Earth damage to all enemies.
Water (5 MP) Target: Single or Group Type: Elemental (Water) Reflectable Water begins to filter out of the air, forming a solid ball around the target that lifts it off the ground before bursting in a shower of liquid. Water inflicts (PWR x 3) + 2d6 points of Water damage to the target, or (PWR x 1) + 2d6 points of Water damage to all enemies.
Poison (6 MP) Target: Single Type: Status Reflectable, Resistible A frothing cloud of sickly violet bubbles pour over the target with suffocating force, dealing (PWR x 1) points of Shadow damage and inflicting them with Poison if they fail their resistance roll.
Hex (8 MP) Target: Special Type: Elemental (Shadow) Resistible By casting this loathsome spell the mage can induce natural illness or weakness. Normally this spell targets only a single character, but by casting it on a city’s food or water supply it can affect multiple targets. It can cause a healthy individual to become bed-ridden with a hacking cough, or a target already suffering a serious illness to suddenly worsen or even die. In combat, a Humanoid who fights with Hex suffers various penalties. In the first round the target is afflicted with Hex, they suffer a -1 penalty to their ACC and AVD scores. In the second round, this penalty remains and they also have a 25% chance to fall unconscious whenever they make a Slow action. In the third round and onward, the chance to fall unconscious occurs whenever they make a Standard action as well. Hex can only be removed with the Healing skill or white magic.
INTERMEDIATE
Blizzara (20 MP) Target: Single or Group Type: Elemental (Ice) Reflectable The air around the target condenses to freezing point in an instant, encasing it in a towering spire of ice. Blizzara inflicts (PWR x 5) + 2d6 points of Ice damage to the target, or (PWR x 3) + 2d6 points of Ice damage to all enemies.
Bio (35 MP) Target: Single Type: Status Reflectable, Resistible Virulent green orbs begin to bubble out of the ground, quickly overwhelming the area with a deadly puddle of toxins. Bio inflicts (PWR x 3) + 2d6 points of Non-Elemental damage to the target and inflicts the negative status effect Poison if they fail their resistance roll. Unlike normal Poison, this does not wear off after several rounds and must be cured with a spell or item.
Aspir (1 MP) Target: Single Type: Elemental (Shadow) Orbs of blinding pink energy form around the target, growing larger and more luminous as they draw magical energies from the target; once full, the orbs return to the caster, transferring the stolen energy upon contact. Aspir destroys (PWR x 1) + 2d6 points of the target’s MP, and the caster regains a number of Magic Points equal to the amount lost by the target.
Thundara (20 MP) Target: Single or Group Type: Elemental (Lightning) Reflectable An electric-blue thunderbolt crashes into the ground, creating a deadly array of ball lightning to encircle the target. Thundara inflicts (PWR x 5) + 2d6 points of Lightning damage to the target, or (DEX x 4) + 2d6 points of Lightning damage to all enemies.
Stona (20 MP) Target: Single or Group Type: Elemental (Earth) Reflectable Fingers of stone burst forth from the ground, snatching shut around the target in a shower of flying stones and dirt before shattering. Stona inflicts (PWR x 5) + 2d6 points of Earth damage to the target, or (PWR x 4) + 2d6 points of Earth damage to all enemies.
Watera (20 MP) Target: Single or Group Type: Elemental (Water) Reflectable The ground buckles and cracks as a column of water erupts, violently immersing an enemy before dispersing again. Watera inflicts (PWR x 5) + 2d6 points of Water damage to the target, or (PWR x 3) + 2d6 points of Water damage to all enemies.
Fira (20 MP) Target: Single or Group Type: Elemental (Fire) Reflectable A furious explosion tears through the air as a column of incandescent fire erupts under the target. Fira inflicts (PWR x 5) + 2d6 points of Fire damage to the target, or (PWR x 3) + 2d6 points of Fire damage to all enemies.
Drain (25 MP) Target: Single Type: Elemental (Shadow) Blood-red orbs circle the target, growing larger and more livid as they draw out the very essence of the target's life; once full, the orbs return to the caster, releasing their payload of stolen vitality on contact. Drain inflicts (PWR x 3) + 2d6 points of Shadow damage to the target, and the caster regains a number of Hit Points equal to the amount lost by the target.
Melt (25 MP) Target: Single Type: Effect Reflectable This powerful and unique spell allows the caster to channel white-hot heat into an inanimate object – usually armor – and render it twisted and worthless until the magick ends. If cast on a weapon or other held object, Melt deals (PWR x 2) + 2d6 points of Fire damage to the item’s holder every round until the spell ends, or until the item is dropped. If cast on armor, in addition to the damage taken each round, the target’s ARM score is reduced to zero as fabrics ignite and metal becomes fragile. Melt lasts for a total of three rounds, and is therefore incredibly useful to neutralize foes with high physical defenses. Regardless if the spell is effective – or even if it is reflected or otherwise negated – the caster of Melt deals themselves (PWR x 2) + 2d6 points of Fire damage due to the incredible heat channeled by this spell. Melt cannot be re-cast on the same target until the effects have worn off.
Zombie (20 MP) Target: Single Type: Status Reflectable, Resistible The target is swallowed by a wave of miasmic green smoke – when the haze clears, their eyes are dead and their words are slurred. This spell applies the negative status effect Zombie to the target and reduces their M.ARM score to zero until the status effect is removed.
EXPERT
Blizzaga (40 MP) Target: Group Type: Elemental (Ice) Reflectable Particles of frost and snow accelerate towards the target, rapidly sealing it in layer after layer of solid ice before the entire edifice shatters. Blizzaga inflicts (PWR x 6) + 2d6 points of Ice damage to all enemies.
Firaga (40 MP) Target: Group Type: Elemental (Fire) Reflectable A colossal sphere of white-hot fire crashes onto the target, sparking a furious explosion that engulfs it in a cloud of ash and cinders. Firaga inflicts (PWR x 6) + 2d6 points of Fire damage to all enemies.
Stonaga (40 MP) Target: Group Type: Elemental (Earth) Reflectable An enormous stalagmite rips through the ground beneath the feet of the foes, impaling them on razor-sharp blades of rock. Stonaga inflicts (PWR x 7) + 2d6 points of Earth damage to all enemies.
Thundaga (40 MP) Target: Group Type: Elemental (Lightning) Reflectable A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth, trapping all targets in a sizzling sphere of electrical energy before dissipating again. Thundaga inflicts (PWR x 6) + 2d6 or (DEX x 8) + 2d6 points of Lightning damage to all enemies.
Wateraga (40 MP) Target: Group Type: Elemental (Water) Reflectable Winding streams of airborne water race towards all targets, quickly enclosing them in an immense liquid dome before dissolving into a foaming tidal wave. Wateraga inflicts (PWR x 6) + 2d6 points of Water damage to all enemies.
Rasp (Special) Target: Single Type: Elemental (Shadow) Inexorably drawn by the lure of magical power, translucent spheres of violet energy spiral in towards the target, sapping the target’s energies before rushing away. The target’s MP is reduced by the same amount used to cast the spell. Curse (40 MP) Target: Single Type: Status Reflectable, Resistible A sinister black circle materializes under the target, streaming multi-colored lights and gasses before winking shut. The negative status effect Curse is applied to the target.
Arise (30 MP) Target: Single Type: Effect This spell is shunned by white mages and many other individuals as one of the darker Black Magicks. The caster is capable of raising a recently-deceased creature of any size or race as a loyal undead servant of equal level as the caster. The creature does not retain any of their old attributes, skill, abilities or the like except for the Large monster property, if they had it, and instead uses the a default monster stat block found in the end of this book. The monster raised is normally a Skeleton, but level 10+ casters might get a Varuna instead. The undead lacks all free will and memories of their old life, and if not given specific orders, prefer to attempt to use Teamwork Attacks with the caster that raised them. Creatures without bones (such as Cactuar, flans, and beings composed entirely of magic) cannot be raised with this ability.
Sleepaga (40 MP) Target: Group Type: Status Reflectable, Resistible The air is suddenly filled with a strange fragrance, compelling entire groups of otherwise vicious foes to let their guard down, and rest a moment…. All targets in the enemy Group are affected by the negative status effect Sleep.
Death (100 MP) Target: Single Type: Status Reflectable, Resistible A decaying, hooded figure emerges from the ground in a cloud of dark smoke, raising a massive scythe to cleave the target’s life force in twain before fading away with a blood-curdling laugh. The target’s HP is reduced to zero. This spell does not work on bosses. If the spell is resisted or otherwise has no effect, the target instead suffers (PWR x 8) + 2d6 points of Shadow damage.
Berserk (40 MP) Target: Single Type: Status Reflectable, Resistible The caster fills their target’s mind with thoughts of hatred and fury, attempting to release the beast within. The target is affected by the negative status effects Berserk. This spell cannot be resisted if the target is already showing signs of anger.
SUPERIOR
X-Zone (40 MP) Target: Single, Special Type: Effect Even as Summoners seek to unite the lifestream and overlap the magical realms with our own, Black Mages angrily confront the very notion. At least one mage’s intense dislike for the powerful beings known as Espers was enough that a spell was crafted with no purpose other than to banish the ‘abominations’ of summoned creatures back to their home plane. The target of X-Zone – who must be an Esper or a being from the Farplane or Void - is instantly reduced to 0 hit points and removed from the current combat. Effects that the target may possess – such as Auto-Life or Indestructible – will not allow the Esper or creature to remain in combat after X-Zone is used, or summoned again in the same game session. X-Zone can be cast at a Long Range and has no effect against bosses.
Scourge (100 MP) Target: Group Type: Elemental (Shadow) A long shadow creeps over the ground, darkening the area as wicked spikes of unholy energy burst through to skewer all targets. Scourge inflicts (PWR x 9) + 2d6 points of Shadow damage to all enemies; for each enemy this spell deals damage to, the caster also suffers (PWR x 1) points of Shadow damage that ignores M.ARM.
Freeze (80 MP) Target: Single Type: Elemental (Ice) Reflectable Chilly vapors float over the battlefield as fragments of blue ice cascade down on the target, forming a jagged, glacial prison to imprison it entirely. Freeze inflicts (PWR x 11) + 2d6 points of Ice damage to a single enemy and automatically inflicts the Stop status with no opposed roll if the target suffers damage.
Malediction (150 MP) Target: Local Type: Status Malediction inflicts a terrible curse over all living things in a vast area, such as a town. Spend one point of Destiny and choose one status effect upon casting this spell - Charm, Petrify, Sleep, Stop, Stun and Zombie are all popular choices – and designate one area on the world within a Long Range to suffer the effects of this wicked magick. All harmless inhabitants of that area are immediately afflicted by your chosen status effect with no opposed resistance roll, and the status effect has no fixed duration – it can last up to decades. The effects of Malediction can only be broken in one of three ways; First, any individual suffering from it’s effects may break free from the status by spending a point of Destiny, though this is rarely a solution for innocent villagers. Secondly, the caster of Malediction can reverse its effects at any time, or finally, the death of the caster lifts the spell.
Nuke (80 MP) Target: Single Type: Elemental (Fire) Reflectable Fueled by the caster’s desperation, spheres of flame are hurled towards the target – the foe is engulfed in an ever-growing explosion with the heat and fury of a newborn star. Nuke inflicts (PWR x 8) + 2d6 points of Fire damage to a single enemy. Nuke’s damage is increased by four steps if the caster has 50% or less of their maximum MP.
Flare (100 MP) Target: Single Type: Non-elemental Reflectable Globes of pure magical energy blast into the target in a relentless stream, setting off one chaotic explosion after another before rushing out again. Flare inflicts (PWR x 12) + 2d6 points of Non-Elemental damage to a single enemy. Flare can be cast at a Long Range.
Quake (80 MP) Target: Local Type: Elemental (Earth) A violent tremor tears through the length of the battlefield, breaking up the ground into shuddering, crumbling fragments and yawning crevasses. Quake inflicts (PWR x 12) + 2d6 points of Earth damage to all enemies and allies.
Doomsday (80 MP) Target: Group Type: Status Supreme Resist (20) The sky darkens and black clouds roil above, and silentlyscreaming faces protrude from the sky like boils on creation. There is no initial effect – however, in three rounds, the HP of all affected enemies is reduced to zero, regardless of current Hit Points, ARM, or M.ARM. If the spell is resisted or ineffective due to the target being a Boss or similar, in three rounds the targets instead suffer (PWR x 8) + 2d6 or (MND x 8) + 2d6 points of Shadow damage.
Virus (70 MP) Target: Single Type: Status Supreme Resist (20) The caster infects his target with a sinister disease, filling the enemy’s bloodstream with a living, deadly bacteria. Enemies afflicted with this plague are unable to recover their HP or MP scores or receive healing of any kind, whether from limit breaks, attacks, abilities, spells or items. Virus wears off in four rounds as normal, but is not a true status effect. It can, however, be removed with Esuna.
Thunderstorm (150 MP) Target: Group Type: Elemental Reflectable The skies churn with black clouds before a torrent of rain drenches all combatants, gust-caught leaves signaling the arrival of a dangerous storm. Thunderstorm deals (PWR x 7) + 2d6 or (DEX x 8) + 2d6 points of Lightning or Water damage, whichever is more effective, to all enemies. Using Thunderstorm transforms the current area into an Elemental Field – either Lightning or Water, of the caster’s choice – and any Elemental (Lightning) or Elemental (Water) spell may be cast as a Standard action instead of a Slow action as long as the elemental field persists.
Edited by NTNP, August 5, 2013, 4:16 pm.
|
   
Because...
My Imagination When talking with you. - Person A
|
| |
|
Primera Espada Yggdra
|
August 5, 2013, 3:12 pm
Post #20
|
The Kitty Cat, Mew!~
- Posts:
- 8,346
- Group:
- Lord
- Member
- #1
- Joined:
- May 12, 2010
|
White Magic
NOVICE
Spoiler: click to toggle Banish (10 MP) Target: Single Type: Elemental (Holy) Beams of white light radiate from the caster’s outstretched hands, basking the area in a flickering white light. Banish inflicts (PWR x 5) + 2d6 points of Holy damage to an Undead target – all other foes do not take damage. In addition, casting this spell on an Undead removes their Undying ability until the start of that creature’s next turn. This creates a small window of opportunity where, if the normally-immortal corpse is reduced to 0 hit points, it is destroyed utterly and permanently.
Cure (7 MP) Target: Single Type: Recovery Reflectable Small, glittering particles of light twinkle down upon the target, filling their lungs and bathing their wounds in white. Cure restores (MND x 2) + 2d6 points of HP to any conscious target. Dia (7 MP) Target: Single Type: Elemental, Holy Reflectable Pinpricks of white light circle the target rapidly, blasting away with tiny beams of light for a moment before dissipating. Dia inflicts (PWR x 2) + 2d6 points of Holy damage, and removes magically-granted Invisibility and natural Stealth from the enemy, as it is now dimly outlined with a white glow. Foes who have taken damage from the Dia spell cannot successfully make Stealth rolls until the end of combat.
Stop (4 MP) Target: Single Type: Status Reflectable, Resistible The joints of the target bend and lock suddenly, leaving the target unable to move. While definitely uncomfortable, the paralyzing effects of this spell are completely painless and cause no lasting damage. The target is affected by the negative status effect Stop.
Poisona (3 MP) Target: Single Type: Recovery By concentrating for a moment, the caster is able to neutralize the poisons and venoms within the body. The target is no longer affected by the negative status effect Poison. Although some truly potent poisons are unaffected by this spell, it remains a tried-and-true favorite amongst adventurers everywhere. It’s also great for getting rid of hangovers.
Ruse (4 MP) Target: Self Type: Status The caster’s outline shimmers and blurs, making it difficult to determine their exact location. The caster of Ruse gains a +2 bonus to AVD until combat ends. If the character is at 50% HP or less when this spell is cast, the bonus granted by Ruse is increased to +4 instead.
Aero (8 MP) Target: Single or Group Type: Elemental (Wind) Reflectable Gale-force winds slam into the target, the first of a very unique set of offensive White Magic spells. Aero inflicts (PWR x 3) + 2d6 points of Wind damage to the target, or (PWR x 1) + 2d6 points of Wind damage to all enemies.
Vox (3 MP) Target: Single Type: Recovery Reflectable There are few things more vulnerable than a mage unable to cast – this simple (if oddly-named) spell prevents that. The target is no longer affected by the negative status effect Seal and Curse and gains an immunity to those status effects for the remainder of combat.
Chivalry (1 MP) Target: Party Type: Effect The caster of Chivalry is the last line of defense for her allies, holding even the most vicious and vile foes at bay while her comrades escape. Upon casting Chivalry, all willing party members and allies other than the caster are instantly removed from combat and returned to the nearest safe location, as if they performed an Escape action successfully. They may not re-engage in the same encounter. If the caster of Chivalry defeats the remaining opponents, all party members – even those who did not participate in the encounter – gain experience points, items and gil as normal.
Faith (15 MP) Target: Single Type: Effect Proving once and for all that faith in one’s own abilities is the key to success, the caster’s unwavering belief in her comrades allows them to instill one friend with self-confidence and conviction. The target of Faith receives an automatic +2 bonus to his next skill check, opposed roll, or attack. You may only have the Faith spell active on one party member at any given time.
Blessing (10 MP) Target: Special Type: Status You bestow your strengths upon another. Casting Blessing causes the character to lose the benefit of one positive status effect they currently possess and instead grant that same status effect to two allies of their choice. Blessing fails if the status effect in question is granted by an Auto-status, such as Auto-Haste.
INTERMEDIATE
Escape (10 MP) Target: Party Type: Effect Acting as a short-range teleport, this spell allows the party to exit dungeons with convenient swiftness. The spell returns all party members to the last safe location on or near the surface. This magick also doubles as a way to safely flee dangerous combat, as casting will instantly end combat and return the likely-wounded characters to the nearest safe resting location.
Wall (20 MP) Target: Single Type: Effect The user of this spell is capable of forming a shimmering barrier of magical force, strong enough to deflect and absorb most projectile attacks. All attacks made against the target of a Wall spell from a Medium Range or Long Range away are negated. Short Range attacks are unaffected, and the spell ends if the Walled character is ever the target of a Critical Hit or Limit Break, regardless of distance. This spell is not a status effect and cannot be removed with Dispel or similar methods.
Cura (30 MP) Target: Single or Party Type: Recovery Reflectable Droplets of astral light seem to fall from the skies, mending injuries and closing wounds instantly. Cura restores (MND x 5) + 2d6 points of HP to any conscious target, or (MND x 2) + 2d6 points of HP to all conscious allies. Seal (30 MP) Target: Single Type: Status Reflectable, Resistible Near-invisible bands of force clasp around the target’s limbs and mouth, making it impossible to use abilities or spells. The target is affected with the negative status effect Seal.
Consecrate (10 MP) Target: Local Type: Effect Consecrated ground, blessed with holy energy, naturally repels monsters and other hostile individuals for short periods of time. Though some foes are unaffected by Consecrate, lesser enemies will find it difficult to pass onto the sacred ground, and it will become possible for a party to rest there undisturbed until the spell ceases with little fear of random monster attacks in the night. The effects of this spell last until the caster leaves the consecrated ground, and do not repel Notorious Monsters, Bosses, or creatures with a resistance (or better) to Holy.
Protect (40 MP) Target: Single Type: Status Reflectable, Resistible A barricade of blue light explodes into existence in front of an ally, gleaming brightly. Protect bestows the effects of the positive status Protect on one target. All physical damage they take (after ARM is calculated) is halved. This effect lasts until combat ends.
Aerora (30 MP) Target: Single or Group Type: Elemental (Wind) Reflectable A tempest storm throws foes around, buffeting their bodies with nonlethal force. Aerora inflicts (PWR x 5) + 2d6 points of Wind damage to one target, or (PWR x 3) + 2d6 points of Wind damage to all enemies.
Shell (40 MP) Target: Single Type: Status Reflectable, Resistible A semi-translucent, multifaceted sphere of pale light encases an ally, protecting them from the brunt of hostile magical attacks. Shell bestows the effects of the positive status Shell on one target. All magical damage they take (after M.ARM is calculated) is halved. This effect lasts until combat ends.
Life (30 MP) Target: Single Type: Recovery A smiling cherubim descends from the heavens and basks an unconscious ally in a golden glow – no matter how close to their demise the target may have been, they find themselves whisked safely from the brink of death. This spell may only be cast on Short Range allies with 0 HP or less, and it returns them to 1 HP.
Temper (15 MP) Target: Single Type: Status Temper empowers an ally’s attacks with barely-contained magic. Runes appear down the length of their weapon, and dull metal and wood equipment begins to shimmer with a celestial light. The target of this spell deals an additional damage step with all physical attacks until the end of combat.
Resonance (25 MP) Target: Self Type: Status A recursive ring of light swirls about your body that lets out a low, echoing note whenever an enemy wounds you. Whenever the caster of Resonance takes damage from a enemy’s physical attack, their attacker suffers (RES x 2) points of M.ARM damage and the character regains (MND x 2) points of health as Regeneration. The next time the character is struck, these values are both increased by one step; for example, the fifth time that Resonance activates in a single encounter, the attacker would suffer (RES x 6) damage and the character would regain (MND x 6) HP. These damage and healing step values may not exceed the character’s level, and Resonance fades at the end of combat.
EXPERT
Curaga (60 MP) Target: Single or Party Type: Recovery Reflectable Twelve pearls of softly-glowing silver light enclose allies in twinned hexagons, restoring (MND x 8) + 2d6 points of HP to any conscious target, or (MND x 5) + 2d6 points of HP to all conscious allies.
Aeroga (60 MP) Target: Group Type: Elemental (Wind) Reflectable A hurricane-like blast of air is launched from the outstretched hands of the caster, quickly turning into a cyclone that sweeps through the area. Aeroga inflicts (PWR x 6) + 2d6 points of Wind damage to all enemies.
Brave (30 MP) Target: Party Type: Status The caster fills her allies’ hearts with hope, rendering them Immune to the negative status effect Fear until combat ends.
Addle (30 MP) Target: Single Type: Status Reflectable, Resistible Another attempt by White Mages at combat aggressiveness, Addle affects both the body and mind of an enemy in order to cause them to react slower to attacks. Upon casting Addle, one target’s AVD score suffers a stackable -2 penalty. A foe’s Avoid score can never drop to less than 0, and the effects of Addle last until the end of combat. If a target is reduced to 0 AVD or less by this spell, they also take (RES x 15) + 2d6 points of Non-Elemental damage as their joints stiffen and muscles seize up.
Restore (100 MP) Target: Single Type: Recovery Reflectable A pillar of faint holy energy illuminates the ground around the fallen friend, helping them to return to their feet as if carried aloft by invisible hands. One unconscious target recovers (MND x 4) + 2d6 points of HP and may battle alongside his companions once more.
Reflect (40 MP) Target: Single Type: Status Reflectable, Heroic Resist (17) A shower of green light splashes over the target, solidifying into layer after layer of shimmering magical protection. This powerful spell creates an anti-magic barrier around a target and grants them the effects of Reflect until combat ends.
Transform (10 MP) Target: Single Type: Status Reflectable, Resistible The caster of Transform can physically alter the appearance of her enemies or allies, temporarily forcing them into bodies unfamiliar to them. It might help the party Thief sneak past the palace guards by transforming them into a nimble squirrel, or shrink down even the most colossal of creatures to the size of an enraged pig. A single target is either cured of, or afflicted with, the Transform status. Transformed targets deal only half damage with physical attacks, and take an additional 50% damage for the duration, but gain a +2 bonus to skill checks in which their new form might useful. Inanimate objects cannot be affected by this spell.
Freedom (10 MP) Target: Single Type: Recovery This simple and intuitive spell is able to restore someone who has been turned to stone or otherwise unable to move. The target is no longer affected by the negative status effects Petrify, Stop, or Stun.
Regen (50 MP) Target: Single Type: Recovery Reflectable, Resistible Wounds mend, injuries knit, and bones re-set extremely rapidly with this powerful spell. The target receives the positive status effect Regen, recovering 20% of their max hit points at the end of each of their turns. This spell has no effect on Unconscious targets.
Teleport (100 MP) Target: Party Type: Effect Much like Escape, Teleport can take the entire party great distances in the blink of an eye. This is subject to a few important restrictions. First, the party cannot be in combat when this spell is cast. Second, the location can be anywhere in the world, so long as the caster has been there within the last several months and is familiar with the location. Third, the spell will fail if the location is extremely dangerous, such as submerged under lava or overrun by monsters. Finally, Teleport can only transport the party to geographical locations, never to an object or person.
Confuse (30 MP) Target: Single Type: Status Reflectable, Resistible This spell allows the caster to blur the mental line between friend and foe – a single target is afflicted with the Confuse status.
SUPERIOR
Curaja (150 MP) Target: Single Type: Recovery Reflectable The most powerful of the standard curative spells, invoking this magic surrounds the group with globes of sapphire iridescence that mend even the most grievous of wounds. Curaja restores (MND x 8) + 2d6 points of HP to all conscious allies.
Tornado (70 MP) Target: Group Type: Elemental (Wind) Reflectable A maelstrom of hurricane-force winds touch down, convalescing into a vortex of localized destruction. While some magic is notable for collateral damage, Tornado is surprising and unique in this fashion. Despite the massive injuries it can cause to foes, the windstorm doesn’t even uproot a single blade of grass or concern a single creature other than its intended targets. Tornado inflicts (PWR x 8) + 2d6 points of Wind damage to all foes.
Auto-Life (130 MP) Target: Single Type: Recovery Reflectable, Resistible White magic teaches not only to mend wounds, but also to begin the healing process even before the injuries are inflicted. The target receives the positive status effect Auto-Life, returning them to 1 HP Instantly as soon as a spell or effect would reduce them to 0 or less. If Auto-Life is cast on an Undead or Zombied foe, they are immediately reduced to 0 HP instead of the usual effect with a successful resistance check.
Dispel (80 MP) Target: Single Type: Status Resistible A shimmering blue mist engulfs the target, its power tearing away beneficial enchantments in an instant. With a successful opposed roll, Dispel removes all the following effects from a single target; Protect, Shell, Haste, Auto-Life, Reflect, Invisible, Regen, and Flight.
Diaga (80 MP) Target: Group Type: Elemental, Holy Reflectable Thousands of iridescent sparks launch into the enemy group like enraged fireflies, leaving behind a shimmering silver glow. Diaga deals (PWR x 7) + 2d6 points of Holy damage to all enemies and removes magically-granted Invisibility and natural Stealth from all affected enemies. Foes who have taken damage from the Diaga spell cannot successfully make Stealth rolls or gain the effects of the Invisible status until the end of combat.
Haste (90 MP) Target: Single Type: Status Reflectable, Heroic Resist (17) A six-faceted crystal of pure energy appears around the target, shattering in a brilliant confusion of mirror images. The target moves faster than he ever has before thanks to this spell and receives the effects of Haste until combat ends.
Barrier (100 MP) Target: Group Type: Effect A stronger version of the Wall spell, evoking the magic of Barrier creates an impenetrable shield of light around the user and all allies. Barrier negates all damage and effects from all Medium Range and Long Range attacks against the party. A Critical Hit or Limit Break will end a Barrier spell before damage is calculated, but the spell is not a status effect and cannot be Dispelled or removed with similar methods.
Aura (150 MP) Target: Single Type: Recovery Reflectable, Heroic Resist (17) Spheres of white light surround and imbue the target, filling them with strength and granting the ability to stand against even the most powerful of fiends. The target regains 20% of their maximum hit points every round as a Regeneration effect. Though this spell has no effect on Unconscious targets, it can be used in conjunction with the Regen status effect to cause a target to regain 40% of their maximum health each round instead. Aura lasts until combat ends, and cannot be removed with Dispel as it is not considered to be a status effect.
Armistice (70 MP) Target: Single Type: Effect Resistible With little more than a touch, even the most wicked of venomdripping blades and twisted armaments of evil become utterly harmless, forcefully infused with enough white magic that they could serve as a child’s toy. The weapon sparkles with snowy light, its bladed edges dull until they’re rounded, and even seems to emanate a peaceful aura. Casting this spell on a target permanently grants all of their equipped weapons the Therapeutic property and cause such weapons to deal damage as though they were Tier 1 instead.
Tetra (40 MP) Target: Single Type: Effect Choose four common elements from the following list; Fire, Ice, Wind, Water, Lightning, and Earth. The target of the Tetra spell gains a Resistance to those elements until the end of combat.
Edited by NTNP, August 5, 2013, 4:17 pm.
|
   
Because...
My Imagination When talking with you. - Person A
|
| |
|
Primera Espada Yggdra
|
August 5, 2013, 3:15 pm
Post #21
|
The Kitty Cat, Mew!~
- Posts:
- 8,346
- Group:
- Lord
- Member
- #1
- Joined:
- May 12, 2010
|
Well, since copypasting takes too much work and it's frustrating, I'll just copy the link for you all. http://www.mediafire.com/download/yibrve1l1x65e3i/FFd6_v1.3.pdf
|
   
Because...
My Imagination When talking with you. - Person A
|
| |
|
yuna
|
August 5, 2013, 8:38 pm
Post #22
|
Goddess Of Executions
- Posts:
- 215
- Group:
- Soldier
- Member
- #81
- Joined:
- Jul 16, 2012
- PlayStation Network ID
- XWintersHowlX
- Wii Friend Code
- YOLOYOLOHASHTAGYOLO
- Xbox Live Gamertag
- brownman
- Steam ID
- Yuna
|
- Primera Espada Yggdra
- August 5, 2013, 3:15 pm
Christ almighty 14MB of pure FF spells and job classes and pwitty pictures.
|
|
| |
|
NTNP
|
August 5, 2013, 8:41 pm
Post #23
|
Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
|
Yeah, I am going through that and cherry picking the things that I want to include in our game. I'm also hoping to steal a bunch of the pictures, put it onto the class files (like what you saw previously in the topic) along with simplifying things a moderate amount to make it easier to digest. Overall I am using that as our "template" and making it more applicable to our interests.
|
|
|
| |
|
Reikakou
|
August 5, 2013, 10:51 pm
Post #24
|
"Alcohol is humanity's friend. Can I abandon a friend? "
- Posts:
- 1,014
- Group:
- AWL (Inactive)
- Member
- #5
- Joined:
- May 12, 2010
|
Long way to go. In any case, I'm out for vacation in the 12th to the 22nd. So yeah. Hope everything goes smooth by then.
Is it possible that the playable character does not come from the Aeros defenders in the future or is it mandatory?
|
|
|
| |
|
NTNP
|
August 6, 2013, 6:24 am
Post #25
|
Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
|
Due to the fact that death may occur (due to the fact that, guess what, when we have HP and there are entire mechanics based around ways to die and cheat death) that means that occasional we may lose a character or two. Not to mention as we travel back and forth through time, our characters always have the option to say "you know what, I wanna stay here" instead of getting back into the Chrono Chamber and going on to next week's adventure. So as the game progresses and we travel to new time periods, I'm sure people can and will choose to create new characters to join the party and old ones to choose to stay or they will die.
As far as the immediate joiners though, Aeros will likely be the central point. You could potentially be from the Island of Vahalla (and representing the remnants of the other great superpower of the era) who risked life and limb to get to Aeros for some reason but otherwise... ehh, the options are kinda limited given that 99% of the world has been replaced by an endless void of death.
|
|
|
| |
| 1 user reading this topic (1 Guest and 0 Anonymous)
|