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Krylo
12-07-2010, 01:54 AM
Well, back here (http://www.nuklearforums.com/showthread.php?t=36634) EcurTruce decided to run a game on a D6 system call FFRPG, unsurprisingly based on the Final Fantasy games. Perhaps even less surprisingly, it died.

However, it was a pretty fun/interesting system even if it did have some problems, and so I seek to start another game. Using the same version he was, with a good number of balance and stream lining tweaks. (I know there's at least one more recent version, but I didn't have that when I started fixing balance issues so this is what we're using).

So here's a few places you can download the PDF:

RapidShare (http://rapidshare.com/files/315637320/FFRPG.pdf.html)
MegaUpload (http://www.megaupload.com/?d=2CH751O3)
MediaFire (http://www.mediafire.com/?q4gl4ju9y5ehrvm)
2Shared (http://www.2shared.com/document/t1ZIhgOH/FFRPG.html)

I figure there should be something there that works for everyone. If not you can just contact me on an instant messenger. I think I have a few linked to this account. Or PM me.

However, as I mentioned, I did some tweaks to balance things. Buff entertainers, nerf monks, buff samurai, get rid of some extraneous things that did nothing but add complication and frustration, etc. And here are those changes:

=======================================VARIOUS ERRATA=======================================

HP/MP: Initial HP is 15 + VIT score + Your Job's HP modifier. Giving everyone just a little extra survivability to start with. MP also gains the extra 5 points at level 1. Further, when you increase your VIT/INT, retroactively apply it to your HP/MP. Example, if you increase your VIT by 1 at level 10, you immediately gain 10 more HP.

PER SESSION CLARIFICATION: Due to the fact that we're on a forum and there are no defined 'sessions', replace 'session' with 'in game day' for any powers/abilities/wtfevers that have a 'per session' use.

DUAL WIELDING: Rather than the better two rolls of the three made determining accuracy, the best roll is discarded. All three rolls are still used for determining damage, though instead of using the highest weapon damage modifier, it uses the average of the two. Round down damage when necessary. For instance, if a character has a Tier 1 and a Tier 2 weapon, s/he multiplies their Determining stat by 1.5. If a Tier 1 and a Tier 3, the multiple is by 2.

SEVERAL ROUNDS: Many times the game states that an effect ends after 'several rounds'. It gives no clarification because fuck you, that's why. In retaliation we will be deciding how many rounds is 'several' by rolling a d6 and adding one to that number.

'PERFECT' ATTACKS: Any attack which is stated to always hit doesn't. It still requires an attack roll, sometimes at a bonus. I've tried to list these all under the class changes, but on the chance I missed one, I want it stated here as well to avoid confusion. The only exception is the Ranger's Epic Ability.

ESCAPING BATTLE: Is not a magical single roll and battle is nullified situation. It instead involves moving away from an opponent, and perhaps using athletics rolls to make yourself harder to follow. Further, even if an enemy isn't a 'boss' it's likely they will still be sniffing about for the characters for awhile at least. It also need not be a group decision, but group members left behind may not be too cheery about it (especially unconscious ones).

ATTACKING MULTIPLE FOES: Roll a single attack roll, as the rules state, however, rather than checking against the hardest to hit foe, merely compare it to all foes individually. Damage is done to those whom your attack roll succeeds against, and not against those whom it fails against.



============================================RACES= ===========================================

VIERA: Get +1 survival instead of +1 awareness, for various reasons.


===========================================CLASSES ===========================================

BLACK MAGE:

Manafont: Lasts for the remainder of combat instead of merely a single round.

Ultima: Can not be learned just by leveling up, and must be learned via RP. All other prerequisites remain. However, it can be learned in addition to the other two spell ranks. In addition, a controlled ultima has its range reduced to 'merely' a 1 mile diameter, while an uncontrolled ultima still has the five hundred mile radial range and does 150% damage. A controlled ultima also only protects the user and their allies. The ground and terrain are ripped up regardless of which type of ultima is used.

DARK KNIGHT:

Epic Ability: Soul Eater: Also grants a 25% drain effect on all the Dark Knight's attacks.

ENTERTAINER: HP and MP per level are now both 2.

Routine Performance: Now affects all creatures within a medium range as opposed to short.

Swift/Logical/Soulful/Herculean/Battlefield Etude: Now affects full group instead of single target.


Explosive Performance: May affect weapons/objects up to a tier that is equal to the entertainer's performance. Ex. 4 Performance skill means the performer can affect up to tier 4 weapons. However, in order to destroy or repair an object higher than tier 1, the entertainer must use Explosive Performance (or its reversal in the case of repairs) on it a number of successive rounds equal to the object's tier. (4 rounds for a tier 4 weapon, 2 for a tier 2 weapon).

Prelude of Light: New entertainer art. Requires the Entertainer to know Performance of Light to learn.
Target: Party
Normal: The entertainer's performance calls upon the very spirits of holy to infuse the party with their energies. So long as the the entertainer continues this performance, the party gains the effect of regen.
Reversal: This blaspheme of the Prelude causes the spirits of holy to avoid the entertainer's party, effectively granting the party a resistance to holy damage.

Dirge of Shadow: New entertainer art. Requires the Entertainer to know Performance of Shadow to learn.
Target: Party/Group
Normal: The entertainer's performance infuses the party with dark shadow energies, and they take on a more craven and despicable appearance. Once per combat when the entertainer begins to play, any opposing forces must make an opposed charisma check against the Entertainer. If the Entertainer wins, the enemy party is afflicted by fear. Further, for as long as the Entertainer continues to perform the Dirge of Shadows, his or her party's physical attacks become Shadow M.Arm damage.
Reversal: The entertainer's party becomes completely immune to fear effects, whether from bosses, end bosses, or Dark Knights alike for as long as the entertainer performs.

Earth Oath: New entertainer art. Requires the entertainer to know Performance of Earth to learn.
Target: Local
Normal: The entertainer now has greater control over the element of earth and is able to solidify the ground beneath himself and his allies. They can harden quick sand, make crumbling holds in walls stronger and easier to grasp, etc. granting bonuses of +2 to relevant checks and perhaps other effects as the GM dictates.
Reversed: The earth shatters and crumbles in an area, destroying any earth based obstacle in the party's path in an amount of rounds decided by the GM based on size. It may also have other, less intended, effects, however, depending on what is broken.

Ballad of Wind: New entertainer art. Requires the entertainer to know Performance of Wind to learn.
Target: Local
Normal: The entertainer now has greater control over wind, able to cause buffeting gales to move through the battlefield causing difficult terrain, or increasing the difficulty of terrain, causing a -2, -4, or, if used in -4 difficult terrain, -6 negative terrain difficulty checks. This, obviously, has good synergy with a Dragoon's 'Ride the Storm' ability.
Reveresed: Reduces terrain difficulty by one.

Flame Mazurka: New entertainer art. Requires the Entertainer to know Performance of Fire to learn.
Target: Party
Normal: The entertainer now has greater control over the element of fire, able to heat the air enough to cause weapons and armor to burn on a touch. As a result, all of the party's weapons now do an additional 50% fire damage.
Reversed: The party gains a resistance to fire elemental damage, as the entertainer cools the air around them.

Fantasia of Water: New entertainer art. Requires the Entertainer to know Performance of Water to learn.
Target: Party/Group
Normal: The entertainer now has a greater control of the element of water, able to make it welcome his party with open arms. The party gains water breathing and a resistance to water elemental attacks.
Reversed: An enemy group loses any water breathing ability they may have (even if they are fish), and gains a vulnerability to water damage.

Frozen Melody: New entertainer art. Requires the entertainer to know Performance of Ice to learn.
Target: Single.
Normal: The entertainer now has a greater control over the element of ice, and is able to slowly freeze his opponents. The entertainer's performance causes frost to grow up over a single opponent, causing an effect similar to petrify, freezing the target in place while making them immune to damage, for as long as the song persists--however it is healed by casting any fire elemental spell at the target, as opposed to through softs. This is also only a temporary cure for the affliction, for as long as the entertainer continues to play, the target must once again attempt to resist the status effect on the entertainer's next turn. As soon as the entertainer stops the opponent cracks out of the ice ready to fight.
Reversed: Frost grows over one of the entertainer's allies, however, rather than freezing them stiff, the layer of ice grants them the effect of protect and gives them an immunity to ice elemental damage.

Electric Lyric: New entertainer art. Requires the entertainer to know Performance of Lightning to learn.
Target: Local
Normal: Small rivlets of electrical energy move through everything in an area as the entertainer uses this art, shutting down, and perhaps doing irreperable damage, to any complicated machinery in the area. Biological creations and androids are unaffected beyond a slight tingle over their bodies--though any grafts they may have are broken.
Reversed: The entertainer is capable of bestowing power to a single dead machine, even if its power core has been damaged. This doesn't repair any damage to the machine, however. A crane with a broken arm remains useless.


FIGHTER: Due to weapon skill change, a few changes had to be made to them. They must choose a single weapon from their list at creation, and only get their +2 ACC bonus from their class for that weapon.

Zodiac Warrior: Extends class ACC bonus to all weapons and ensures the fighter never suffers from 0 EVA.

GEOMANCER:

Geotrance: Geotrance now has a number of uses equal to survival x 2 and its damage tier, where applicable, is based on survival. So a Geomancer with 3 survival would do STR/INT x 3 + 1d6 damage with most of their geotrances. This also affects any healing trances. Further, geotrances, like other magic, don't miss. The attack roll only decides whether there is a maelstrom effect or not.

MONK: Max Attribute Modifiers are now as follows, STR +15, DEX +10, VIT +15, INT +5, CHA +10. They also gain two weapon as a class weapon skill.

Innate Ability: Martial Arts: Monks no longer get free dual wielding. They must buy points in the two weapon skill just like anyone else. Further, they can only gain the benefits of two weapon fighting when truly unarmed (unless they take special training to use some other single handed weapon), as that both fist and staff weapons count as two handed.

Counter/Hamedo: Attack rolls are required for counter attacks.

Reflex/Focus: Can only be taken once each, instead of stacking indefinitely. Unless YOU want to fight a group of level 30 NPC monks with +18 EVA or ACC (or some combination there of). Pro-Tip: You don't.


NINJA:

Epic Ability: Oblivion: Reduction to Maximum HP is not permanent, but rather is healed at a rate equal to victim's VIT per day. This change is mostly in case I want to create antagonist ninja. Permanently losing character stats is no fun for anyone.

Throw: Requires an attack roll (though the roll gains +2 ACC), works up to medium range, and weapons will not be irretrievably lost. However, they WILL probably end up in the enemy's hands if the target manages to escape combat.


PALADIN:

Pure Soul: Change to read: 'All negative effects against the Paladin, except Unconsciousnes, have an automatic 25% chance of failure in all circumstances except for when they would normally have a greater than 25% chance of failure.' In other words, it remains unchanged except to remove the rare situation where it might make a paladin weaker.

Life/Life II: Return a character to consciousness with 1hp/INTx2 + 2d6 hp.


RANGER:

Sharpshot: No changes. It is only notable to mention as the only 'perfect' attack which retains it's ability to hit no matter what.

Take Aim: Rather than 100% accuracy, this ability doubles the bonus from class/weapon skill.

RED MAGE:

Convert/Return: A Red Mage who has both must choose which will affect a given spell absorbed by runic. Both can not affect the same absorption, as that if the energy is absorbed as MP it can not be redirected, and vice versa.

Life/Life II: Return a character to consciousness with 1hp/INTx2 + 2d6 hp.


SAMURAI:

Epic Ability: Meikyo Shisui: Samurai doesn't need to be at 25% health/lower to use.

Draw Out: Roll 1d6. Weapon only shatters on a roll of 1. In all other cases, the katana survives. Further, indestructible katana are not destroyed. Alternatively, the samurai may choose to destroy a katana on purpose (which can destroy indestructible weapons), in which case all effects are doubled in duration and damage. If a weapon does not break, it may be used for draw out again. If it does, the kami is forever lost as per the original description.

Code: May attack 'stopped' enemies, if they were stopped during battle. Further, the line about obeying the laws of the land has been removed. A samurai should not be forced to obey unjust, cruel, or evil laws--it restricts him or her from fighting evil regimes, and any 'lesser' crimes are already covered in other parts of the code.

WHITE MAGE:

Epic Ability: Benediction: Starting at level 5, the white mage may also raise unconscious allies to full health.

Divine Seal: Is passive instead of activated.

Summoner: Is not an ability that can be taken. If anyone were to become a summoner it would also not be limited to white mages, and would be gained through RP via meeting and impressing an esper. I'm not promising anything, though.

Life/Life II: Return a character to consciousness with 1hp/INTx2 + 2d6 hp.



======================================SHARED ABILITIES======================================

CRYSTAL WARRIOR: Is out. I doubt I'll put in any significant crystals, and if I do they will be McGuffiny enough to allow anyone to use them.

SKILLFUL HERO: As stated under skills, this only gives 5 extra skill points now, due to the elimination of multiple skills

SPECIAL VEHICLE:

Power Source: Out. I don't want to bother with trying to figure out how much fuel you have, so we're going to consider all vehicles to have this for free.

Speed: New trait for special vehicles. It costs 1 point per rank and increases the 'travel type' for rough distance travelled. A vehicle with no increases moves no faster than walking at a hard march. Further, drop the 'vehicle (primitive)', and 'ship (sail)' from the speed list on page 131.

Movement: Gains an additional benefit of increasing the 'travel type' for rough distance traveled by one rank, just like speed.

Large: May be purchased multiple times, each time doubling the number of passengers. A vehicle with no ranks in Large may carry 2 passengers, regardless of what type of vehicle it is. A vehicle with no ranks in this would represent a motorcycle, or a small 'fighter jet' type aircraft.

Indesctructible: Is out. Replaced with 'Armored', which costs 3 points per rank and can be purchased multiple times. Armored increases Hardness by 5 per rank.

Flying: No longer gets to transport the entire party just because it can fly. Enough ranks of large must be purchased to accomodate everyone.


===========================================SKILLS= ==========================================

NO WEAPON SKILLS: Characters are assumed to have the maximum skill rating available with their stats with any weapon their class is capable of using. Characters must still take two weapon skill as normal, however, to maintain accuracy when dual wielding. This exception is due to dual wielding's considerable bonuses over single wielding in combat.

NO ARMOR SKILLS: All characters can be assumed to be able to wear any armor of the types available to their class, with no skill point investment.

Awareness: Can now be used to appraise goods as well.

Acting/Perform: Are now one skill, called 'perform', using CHA as the limiting stat. It also no longer covers lying or bluffing.

Inquiry/Negotion/Trade: Are now one skill, called 'speech', using CHA as the limiting stat. This skill now also covers lying and bluffing. In addition, the 'appraisal' ability of trade now belongs to awareness.

Acrobatics/Climbing/Swimming/Escape: Are now one skill called 'Athletics', using STR/DEX as the limiting stat.

Language: All characters now start with Common + their race's language for free.

Traps/Lockpicking: Are now one skill known as 'Mechanisms', using DEX as the limiting stat.

Vehicles: Can no longer be used to repair vehicles. That ability lies with synthesis.

Systems: Is now used exclusively for dealing with the software part of technology. Hardware bits are rolled into relevant synthesis skills.

BECAUSE OF ALL THE SKILLS THAT HAVE BEEN REMOVED: All characters also receive only half skill points from their class, Abilities/Traits (like skilled hero), and INT. Round up when necessary.

MORE SKILL POINTS PER LEVEL: One skill point per level is pretty weak sauce. Instead you get one skill point per INT rating per level, with a minimum of one.

RELATED SKILLS: Some skills are pretty closely related even after the combining, like weapon smithing and armour smithing, or performing and some parts of speech. In such cases, at GM (My) approval, one can use a related skill to cover for a skill that they do not have at half par. For instance, a character with weaponsmith 4 wants to repair a bit of armour. They can then use their weapon smithing skill at half quality to repair said armour, effectively having armoursmith 2 for this purpose.


===========================================TRAITS= ==========================================

GENERAL: Any time you use a trait, you also gain a single free reroll, if you so choose. This is in addition to whatever extra dice you add with destiny. Only one reroll may be used per roll, however.

PRETENDER: Due to changing acting, this pertains to any roll in which a character is trying to be present themselves as something they are not, whether they are putting on a rousing rendition of Hamlet, or trying to convince a guard that he or she is their replacement.


=========================================EQUIPMENT ==========================================

Carrying Equipment: Stupid item carry limit is stupid. Carry as much as you like within reason. I might balk at like, 200 potions, or five massive weapons or whatnot (unless you have a vehicle it's strapped to), but for the most part carry limits aren't going to be much of an issue.

Daggers/Bows: Use strength instead of dex for damage. This change is due to the fact that Dex based weapons on a well built character USED TO = super high evasion + super high damage = fuck you who needs strength.

Guns: Still use dex for damage, but they also have recoil, requiring users to have strength equal to weapon tier + 2. Example: The tier 8 gun would require 10 strength to use. Lacking the requisite strength causes -2 acc for each point of strength below the optimal level.

Equipment in General: Not all magical weapons/armor/accessories will always be available. Mostly you'll either have to custom order weaponry/armor/whatever with magical enhancements, make it yourself, or shop in the bazaar... or you might get lucky and the local weaponsmith will have just the sword you were looking for. This is mostly just a setting change, to make magical equipment more exciting to get and a bit more rare.

GEAR STAT BONUSES: When equipping Int or Vit gear, rather than it having a permanent effect on HP/MP if worn at level up, it will, instead, give a temporary boost (equal to their bonus multiplied by the character's level) as long as you are wearing it.

BLACK BELT: Halves damage from sources listed instead of reducing it to zero.


=======================================LIMIT BREAKS========================================

TARGETTING: It is possible to target yourself + an enemy, or your allies + an enemy or whatever else. When buying more than one 'targetting' ability, you must then assign each their own effects. You gain no extra points, however, and must split your points for the limit between each targetting parameter.

BREAK ARTS: Cost 4 points apiece. Ignore the '5 points will allow' line in the descriptive text. Stupid typo is stupid.

================================================== ========================================


Rank 1 Black

Burn Ray (3 MP)
Target: Single
Type: Nonelemental
Reflectable
The air around all one enemy condenses, compressing into a tight ball until it explodes. Burn Ray inflicts (INT x 2) + 1d6 points of nonelemental damage to one enemy.

Rank 2 Black

Ray Bomb (20 MP)
Target: Single
Type: Nonelemental
Reflectable
Prerequisite: Burn Ray
Brilliant spheres of energy appear before the caster, joining together into a single searing burst of destruction. Ray Bomb inflicts (INT x 4) + 2d6 points of nonelemental damage.

Quarter (40 MP)
Target: Single
Type: Status
Reflectable, Resist
Spheres of black and violet surge out to enclose one opponent, crackling with audible force as the gravity inside the bubbles increases a hundredfold. Quarter reduces a target's HP by 25% of its maximum.

Rank 2 Black

Melt (20 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 (INT 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 0 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 (INT 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.

Rank 3 Black

Gravity (60 MP)
Target: Single
Type: Nonelemental
Reflectable, Resist
The caster launches a dark bubble of energy, wholly enclosing the target before subjecting it to crushing gravitational force for a significant period of time. Gravity deals (INT x 2) + 2d6 points of nonelemental damage to the target at the start of each of their rounds, for a number of rounds equal to the caster’s CHA rating. Furthermore, while Gravity lasts the target finds it difficult to move or be moved. They are Immune to knockback effects and can never physically move themselves more than a Short Range in a single round (though things like Teleport and Escape spells can bypass this).

Shockwave Pulsar (50 MP)
Target: Single
Type: Magical
Reflectable
Prerequisite: Ray Bomb
Gravity suddenly ceases to function as glowing sphere of stellar energy and gases materializes above the battlefield, drawing an adversary into its embrace before exploding in a violent burst of light and heat. Shockwave Pulsar inflicts (INT x 7) + 2d6 damage to one enemy.

Berserk (60 MP)
Target: Single
Type: Status
Reflectable, Resist 13
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 effect Berserk.


Rank 4 Black

Quasar (100 MP)
Target: Group
Type: Magical
Prerequisite: Shockwave Pulsar
The skies part, drawing down a searing shower of celestial debris and radiation to bombard the battlefield. Quasar inflicts (INT x 8) + 4d6 points of nonelemental damage to all enemies.

Virus (120 MP)
Target: Single
Type: Status
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.

Rank 5 Black

Flare Star (250 MP)
Target: Group
Type: Elemental (Fire, Shadow, Holy)
Reflectable
Drawing on the forces of the cosmos, the caster bathes the battlefield in the light of a dying star, searing all opponents with pure stellar energy.
Flare Star (INT x 3) + 2d6 points of Fire damage, (INT x 3) + 2d6 points of Shadow damage, and (INT x 10) + 2d6 points of Holy damage to all enemies.

Meteo (350 MP)
Target: Group
Type: Magical
With a single motion, the caster splits the skies above the battlefield to reveal the stars and planets beyond – and a single fiery meteor hurtling towards the battlefield below, crashing down in a shower of rock and flame. Meteo deals (INT x 20) + 2d6 points of nonelemental damage to all enemies.
Meteo is a 'plot token' spell like Ultima, and must be learned via story. It's considered 'legendary magic'.


Rank 1 White

Faith (5 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.

Rank 2 White

Sprint (5 MP)
Target: Single
Type: Status
A series of red rings materialize around the target’s legs or equivalent anatomy, glowing with suffused power before fading away again. The target's movement speed is doubled for several minutes – they can now travel a Medium range distance instead of a Short range each round.

Temper (20 MP)
Target: Self
Type: Status
Used almost exclusively by Red Mages and Paladins, Temper empowers the user’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 caster of this spell deals an additional one damage step with all physical attacks while the spell remains active. The effects of Temper last a number of rounds equal to

the caster’s CHA rating.

Rank 3 White

Addle (80 MP)
Target: Single
Type: Status
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 EVA score is reduced by a number of points equal to the caster’s INT rating. A foe’s Evasion 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 EVA by this spell, they also take (INT x 4) + 2d6 points of nonelemental damage as their joints stiffen and muscles seize up.
Addle cannot be used in conjunction with the ‘Bladefoe Minuet’ Entertainer Art.


Rank 4 White

Flight (60 MP)
Target: Single
Type: Status
Prerequisite: Float
A shower of amber lights sparkles around the target, revealing the faint outline of an angelic pair of wings before disappearing again. The target recieves the ability to fly until combat ends. Targets with Flight are immune to falling damage, Earth damage, and short-ranged weapons suffer a -4 penalty to hit them (in addition to the obvious movement bonuses a flying character would obtain).

Vanish (100 MP)
Target: Group
Type: Status
Prerequisite: Invisible
Vanish turns the entire party completely translucent, allowing them to move without detection and become nearly impossible to strike in combat. The EVA score and Stealth score of all party members increase by 8 for several rounds.
The EVA and Stealth bonuses granted by Vanish do not stack with other such effects, such as the Invisible spell or a Ninja’s Sunken State ability.


Rank 5 White

Hastaga (200 MP)
Target: Party
Type: Status
Reflectable, Resist 15
Prerequisite: Haste
A glowing red clock materializes below the caster’s allies, hands spinning at normal speed but increasing by the second before it fades in a flash, bestowing the Status Condition Haste on all allies until the end of combat.

Holy Shield (200 MP)
Target: Group
Type: Status
Reflectable, Resist 15
Holy Shield combines two of the most powerful White Magic spells, granting all allies the positive status effects Protect and Shell. These statuses last until the end of combat.

Holy Forge (250 MP)
Target: Party
Type: Status
Holy Forge empowers the user’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 caster's party deals an additional two damage steps with all physical attacks while the spell remains active, and all damage is considered Holy Arm damage. The effects of Holy Forge last a number of rounds equal to the caster’s CHA rating.

Well, all that gooblygook out of the way, here's the meat and potatoes of it, which are all going to be very basic. Don't worry, however, I have an epic plot lined out, but I can't tell you all about that yet! It would ruin the fun!

So, to start you shall all be adventurer's working for the adventurer's guild out of the city of Rios. This means you basically have full autonomy in creating a character, as all races and classes and walks of life, or all the ones who can fight anyway, can end up in the adventurer's guild

We'll be starting at level 1, with 500 gil a piece to spend on whatever equipment your black little hearts desire.

So pick a race, and a class, and let's get to slaying monsters, saving damsels, and raiding tombs for forgotten treasure.

Character Sheet (also attached as a .txt)

Name:
Age:
Race:
Class:
Appearance:

Background:

Traits:

Stats
HP: 15 + VIT + Class bonus
MP: 15 + INT + Class bonus
Accuracy: Weapon skill (equal to max possible with stats) + Class bonus
Evasion: Dex Rating + Class bonus
ARM: Armor's ARM value
M.ARM: Armor's M.ARM value

Strength:
Vitality:
Dexterity:
Intelligence:
Charisma:

Job Abilities:
Ability 1:
Ability 2:

Equipment
Right Hand:
Left Hand:
Armor:
Accessory:

Items
Gil: 500

Skills:


Spells:



EDIT: SHEETS SO FAR (Stolen from Phil's Post):
phil_ (http://www.nuklearforums.com/showpost.php?p=1092031&postcount=12): Entertainer, Tarut*
Arhra (http://www.nuklearforums.com/showpost.php?p=1092035&postcount=16): Fighter, Viera*
IHMN (http://www.nuklearforums.com/showpost.php?p=1092104&postcount=36IHMN[/url): Blue Mage, Hume*
Riin Whitewind (http://www.nuklearforums.com/showpost.php?p=1092096&postcount=31): Black Mage, Tarut*
Overcast (http://www.nuklearforums.com/showpost.php?p=1092117&postcount=38): Blue Mage, Hume*
CelesJessa (http://www.nuklearforums.com/showpost.php?p=1092153&postcount=49): Thief, Viera*
Dracorion (http://www.nuklearforums.com/showpost.php?p=1092156&postcount=50): Dragoon, Viera*
Menarker (http://www.nuklearforums.com/showpost.php?p=1092210&postcount=66): Dragoon, Android*
McTahr (http://www.nuklearforums.com/showpost.php?p=1092651&postcount=132): White Mage, Tarut*
BardTheFifthLightWarrior (http://www.nuklearforums.com/showpost.php?p=1092589&postcount=117): Red Mage, Hume*
Mauve Mage (http://www.nuklearforums.com/showpost.php?p=1092505&postcount=105): Dark Knight, Hume*
POS Industries (http://www.nuklearforums.com/showpost.php?p=1093315&postcount=190): Gambler, Moogle*
Teal Mage (http://www.nuklearforums.com/showpost.php?p=1093006&postcount=164): White Mage, Hume*
Geminex (http://www.nuklearforums.com/showpost.php?p=1093162&postcount=169): Red Mage, Tarut*

Asterisks denote accepted characters. dashes denote characters with remaining issues, and are links to said issues.

phil_
12-07-2010, 02:33 AM
If I say I'm playing Bello again and I'll update him to your tweaks are we cool?

Krylo
12-07-2010, 02:33 AM
We cool, broheim.

POS Industries
12-07-2010, 02:44 AM
PRASAD KUPOWITZ IS BAAAAAAAACK

phil_
12-07-2010, 03:10 AM
Hmm, since it's likely that others will want to rejoin with their old dudes, how do we want to go about the events of last year? Do we completely ignore them, or just write them as another adventure in our new character's repertoire? I'm for complete reboot.

Arhra
12-07-2010, 03:14 AM
JAAAAAAAADE TOOOOOOOOOO

Krylo
12-07-2010, 03:15 AM
Complete reboot, Phil.

This is an alternate dimension.PRASAD KUPOWITZ IS BAAAAAAAACK

I believe you mean JRKASS. (http://www.nuklearforums.com/showpost.php?p=996499&postcount=100)

IHateMakingNames
12-07-2010, 03:17 AM
A blue mage something. I need to figure out the difference between the races, but Tarut and Moggle are out.


http://www.nuklearforums.com/showpost.php?p=994030&postcount=3

Linked that because looking at other character sheets always helps me in creating when a stat system is in use, and it would be bothersome to always search for it.

Edit - What is Blue Blood? It's only mentioned twice in the PDF with no explanation.

Krylo
12-07-2010, 03:23 AM
It's a natural ability that the Elvaan have. Basically if someone tries to make them look dumb, they get a +2 on any roll that assists them in not looking dumb.

EDIT: +2 Awareness to notice the glass door is closed.

mauve
12-07-2010, 03:54 AM
Hmmmmmm. Last time around pretty much proved I know nothing about these kind of rp's and generally suck at them, but I'm willing to take another shot at it if you're willing to put up with me. I'd probably bring back Elsa or Irving.

Krylo
12-07-2010, 03:57 AM
Hmmmmmm. Last time around pretty much proved I know nothing about these kind of rp's and generally suck at them, but I'm willing to take another shot at it if you're willing to put up with me. I'd probably bring back Elsa or Irving.

Did you even get a chance to post?

Regardless, all are welcome to my circus of the macabre.

Edit: Just realized I forgot to post the character sheet. Added to first post.

phil_
12-07-2010, 04:57 AM
I have to wake up in four hours! Yay!

Name: Bello
Age: 13
Race: Tarut
Class: Entertainer
Appearance: Shoulder-length blond hair (usually with the back held in a ponytail and his bangs hanging in his face), blue eyes, long eyelashes. Wears a loose pink shirt that's a little too big for him, gray shorts, and a tacky, colorful sash over his shoulder.
Biography: Bello was a gifted storyteller from a young age. Everyone in his tribe loved hearing his stories, at least until they had heard them all. Cries of "More! More!" lead him to study the history of the Tarut and other races to find more stories, but eventually even these were followed by cries for more. Lacking further history to study, Bello went out as an adventurer, both to find more history and make some of his own. Among the other races, Bello found his cuteness to be a useful tool in ingratiating himself with others and gaining their trust, and who was he to question its effectiveness? Eventually he found himself in the city of Rios, where the Adventurers Guild could provide him with endless stories. He spends most of his downtime testing out tales of his adventures, both true and... embellished, among the people of the city.
Quote: "Forgive me for being so cute."
Traits: Cute, (http://www.nuklearforums.com/showpost.php?p=992737&postcount=15) Ancient History

Stats
HP: 22
MP: 25
Accuracy: 3
Evasion: 8
Armor: 2
Magic Armor: 7

Strength: 4 (5 with Temple Cloth)
Vitality: 5
Dexterity: 6
Intelligence: 6
Charisma: 9

Job Abilities:
Flirt
Mimic

Equipment
Right Hand: Dagger Tier 1, (STRx 1) +1d6 damage
Left Hand: nuthin
Armor: Temple Cloth, 2 ARM, 7 M.ARM, +1 STR

Items
2x Potion
1x Ether
1x Pepper Bomb
Harmonica
Data Disc
Gil: 150

Skills:
Awareness 1
Lore (History) 3
Speech 4
Perform 4
Freebies:
Daggers 3
Light Armor 9999
Language (Common, Tarutaru)
Stealth 1 (Small size)

Arts used by alternate singing and harmonica playing:
Routine Performance (Everyone goes to sleep but me -OR- everyone wakes up)
Herculean Etude (+3 to allies' STR, STR-based powers can be used one more time per session -OR- -3 to enemies' STR score)
Performance of Lightening (Terrain become Lightening and Lightening attacks do +50% damage -OR- the terrain is no longe Lightening element)
Performance of Light (Holy DMG +1 DMG step, creates a light -OR- breaks illusions)

I had to move a point of INT over to STR, partially because of the new Daggers and partially because Bello didn't come off as that smart last time.

The dancing broom song left in favor of Performance of Light because there were opportunities last time to be a light source, but not really for broom dancing. Plus, I want to get at least one of the new songs if Krylo went to the effort of making them. Related, but Valor Minuet might leave for Performance of Lightning if we get some Lightning mages. I feel like I'll be using the newly buffed Herculean Etude in most combat now, so I may as well get the prerequisite for another new spell if there will be any use for the prereq.

Bello now plays the harmonica as a nod to this being an alternate universe. A mustache just didn't seem right. Plus, a tiny elf playing harmonica is cuter.

Also, I kept the Cute trait from last time. I hope that's ok.

Oh, and I put the Armor stats with the other stats because, really, why weren't they there to begin with?

Krylo
12-07-2010, 05:13 AM
MP should be 23, as opposed to 26, with new Entertainer HP/MP modifiers (not that it matters, Entertainers can only use MP via miming).

Everything else looks right on a quick glance.

Gonna allow Cute trait.

Like what you did with the Arm/M.Arm up at the top, too. I'm going to put that into the char sheet, 'cause it's nice.

phil_
12-07-2010, 05:25 AM
You're right that he had too many MP, but I kept the new stat growth in mind. However, now I notice that I calculated his MP before lowering his INT. He only loses one point, though, the extra two coming from being a Tarut.

Math: 15 +6 INT +2 Job MP +2 Racial MP =25 MP.

But it was wrong, good catch.

Krylo
12-07-2010, 05:28 AM
Forgot about the racial.

Que Sera Sera.

Anyway, everything looks good now, unless I've missed something.

Arhra
12-07-2010, 06:28 AM
Hmm, hope this is all right. Quick update of the old sheet.

Name: Jade Degaur
Age: 21
Race: Mithra
Gender: Female
Class: Fighter
Appearance: A tall, sharp featured Mithra with wide green eyes. She has long hair in a spiky, unkempt style. Jade wears a tight, sleeveless green tunic and heavy armour on her legs. A partial armoured skirt that's open at the front goes over the leg armour and she wears heavy gauntlets as well.

Background: Jade was born restless, hungry for sights and sounds outside of her native jungle. She's taken to the outside world very well. She's the type inclined to excess: large weapons, fast vehicles, wild parties and a propensity for trying insane stunts. She wants to see as much of the world as she can and have adventures. She isn't going to let anything stand in her way.

Traits: Grand Entrance, Hotshot Driver

Stats
HP: 27 (28, +1 vest)
MP: 0
Accuracy: 6
Evasion: 10
Armor: 7
Magic Armor: 2

Strength: 9, 3 rating, 25 max
Vitality: 4 (5), 1 rating, 23 max (+1 equip)
Dexterity: 9, 3 rating, 22 max
Intelligence: 3, 1 rating, 13 Max
Charisma: 5, 1 rating, 22 max

Job Abilities:
Ability 1: Defy Gravity
Ability 2: Destructive Strike

Equipment
Left Hand: Simple Buster Sword, Tier 1, (STR x 1) +2d6 damage
Right Hand: (Buster Sword)

Armor
Bone Vest, Tier 1, 7 ARM, 2 M. ARM, +1 VIT

Items
Potion

Gil: 150

Skills: 10 (8 job, 1.5 INT)
Athletics: 3
Awareness: 1
Massive Weapons: 4 (Free)
Speech: 2
Survival: 1 (+1 racial)
Synthesis (Machines): 1
Language: 3 (Viera, Common, Monster Talk) (2 free)
Vehicle: 2

CelesJessa
12-07-2010, 08:34 AM
I want to join but I'm torn between two different things: a no-nonsense, stick-up-the-ass Dragoon, or a theif(who, personality wise, would be pretty much the opposite.). Help me choose, guys.

phil_
12-07-2010, 10:39 AM
Bello and Jade are both pretty silly, and Prasad is a sarcastic jerkass, so it depends on where you want to fit into that dynamic. Also, you get a toy dragon to carry around like a chihuahua as a dragoon, so that's something.

Krylo
12-07-2010, 01:35 PM
@CJ--Well, we're out one Jal, so the whole team dynamic is ruined for all these oldbies without a thief, but on the other hand if you roll dragoon maybe you can get Phil (or any other entertainer we might get) to take the new wind art and combine with Ride the Storm for ridiculousness.

Really, though, I'd be happy with either as GM. Stat them both and think about which you'd rather play (I know this helps me bring systemed character's alive in my head so I can choose better)? Flip a coin? (http://www.random.org/coins/)

@Arhra--On skills, you get 10 (I specified rounding up where applicable, so that 1.5 becomes 2 + 8 from fighter = 10). Further, you only spent 8 points (3 athletics, 1 Awareness, 1 Speech, 1 Synthesis (machines), 1 Language, 1 Vehicle - 3 + 1 + 1 + 1 + 1 + 1 = 8). So you have two points left to spend.

HP is 29 with the vest. I assume that's what the +1 there means.

Everything else looks fine. Again, unless I missed something.

Menarker
12-07-2010, 01:45 PM
Thinking of coming back using the template of my old character. (Ark, the dragoon with 1 dex and 1 cha =P)

I'll have to look though.

Dracorion
12-07-2010, 01:56 PM
Damn.

I've also been writing a Dragoon character sheet.

Riin Whitewind
12-07-2010, 02:05 PM
The answer is obvious.

A party of four dragoons.

Geminex
12-07-2010, 02:08 PM
Screw you for making this when I'm out of time. -.-

If this lasts long enough, would it be possible for me to somehow jump in at a later date?

Krylo
12-07-2010, 02:10 PM
It would be if I liked you.

McTahr
12-07-2010, 02:23 PM
Too late to try and dibs an open character slot?

Krylo
12-07-2010, 02:29 PM
It is not. But it will be soon.

Edit: I've already decided to split things into two groups, so assuming everyone who has expressed interest makes a character I can maybe stomach one or two more of you fuckers, but that's about it.

McTahr
12-07-2010, 02:30 PM
Hardcore dibs on it then. I'll roll up a gambler tonight.

mauve
12-07-2010, 02:42 PM
Last time I came up with a male Red Mage and a female Dark Knight. I'm cool with bringing back either one, so I'll play whichever you guys would prefer to have on a team.

CelesJessa
12-07-2010, 03:35 PM
Looks like I'll be doing a thief since other people want to be a Dragoon. That's cool with me.

I'll have my character sheet up soonish(?).

phil_
12-07-2010, 03:41 PM
According to my records, that Red Mage had Cure I and no one has offered to be a White Mage. But, that's why you played him before, so, yeah. Let me continue my archive trawl.

Ok, yeah, so Irving kinda steps on Bello's lovable fop persona, but with separate groups, that's not really an issue. Elsa has neat powers and seems more interesting to play, but could be disruptive. However, disruptive = fun last time. So I don't know. Have you considered rolling up someone new?

Riin Whitewind
12-07-2010, 03:49 PM
Name: Jhennek Scriven
Age: 7
Race: Tarut
Class: Black Mage

Appearance: Bright blue eyes peep out from under a wide-brimmed magician's hat, which is perched precariously upon Jhennek's masses of copper-curled hair. Delicate bracelets encircle her wrists and ankles, jingling whenever she makes a sudden gesture - which is almost always. The waiflike Jhen has a love of movement - whether it be large gestulations, wild dances, or far travel. Combined with her small stature (even for a Tarut), it is sometimes hard to take something that looks and acts like a gypsy's dancing monkey seriously.

Her robe is obviously well made, and dyed a deep blue-violet, with a peaked magician's cap to match. A copper-coloured sash is sometimes tied around the waist - when Jhen's not using it as a cat toy, or trying to lasso passing birds, or any number of things.


Background: Ever since she was a small child, Jhen could not contain her energy - constantly flitting from place to place and subject to subject at the slightest notice. Without any particular focus, she developed no specialty as others of her tribe had- but instead studied a bit of everything. Whatever seemed the most interesting that day.

Jhennek has found a resonance in the lightning branch of Black Magic, finding a companion in the unconstrained energy that acts as quick and restless as she.


Traits:

Ancient History
Special: This Trait may be only taken by Tarut.
The Tarut have a deep connection to the Ancients, the vanished race, and dealing with the inventions and artifacts of the past sometimes nudges a long-forgotten racial memory to the surface.
Destiny Use - The character can automatically activate a piece of Ancient machinery, deduce the function of a mysterious mechanism, or the like.

Intuitive
Whether through natural curiosity or merely a natural inclination to
examine any given situation for information, an intuitive character
can pick up on subtle clues where other people may simply overlook
them.
Destiny Use – The character can request a useful fact or piece of
information regarding the party’s current situation from the GM in
private.


Stats:
HP: 20 [15 + 3 (Vitality) + 2 (Class Bonus)]
MP: 31 [15 + 12 (Intelligence) + 2 (Class Bonus) + 2 (Race Bonus)]
Accuracy: [None Equipped] [(Weapon skill) + 0 (Class Bonus)]
Evasion: 7 [2 (Dex Rating) + 5 (Class Bonus)]
ARM: 3
M.ARM: 10


Strength: 3 [(13) 5 + 8 MAX]
Vitality: 3 [(18) 10 + 8 MAX]
Dexterity: 6 [(20) 10 + 10 MAX]
Intelligence: 12 [(27) 15 + 12 MAX]
Charisma: 6 [(27) 15 + 12 MAX]


Job Abilities: Black Magic

Ability 1: Elemental Seal Instant, Self
By activating this ability, a Black Mage is capable of ignoring a foe’s magical resistance. Treat the target of your next spell as though he had a M.ARM of zero. If the target has other effects such as Shell that would further lower the damage dealt, ignore them as well. This ability may be used a number of times per session equal to the Black Mage’s CHA rating.

Ability 2: Eye of the Storm Passive
The Black Mage is naturally drawn to Lightning-elemental spells, and has mastered their use. All elemental Lightning spells now do increased damage; if it was to do (INTx1) points of damage, it would now do (INTx2) instead, and so on.


Equipment:

Right Hand: Nothin'
Left Hand: Nada
Armor: Silk Robe, Tier 2, 3 ARM, 10 M.ARM
Accessory: Zilch

Items:
Mothballs

Gil: 100


Skills:
Awareness 3
Languages 3 (Tarutaru, Common, Ancient)
Lore 3 (Relics)
Lore 3 (History)
Lore 3 (General)


Spells:

Thunder (3 MP)
Target: Single
Type: Elemental (Lightning)
Reflectable: Yes
A brilliant bolt of lightning tears down from the sky, striking the target with barely-contained energy. Thunder inflicts (INT x 2) + 1d6 points of Lightning damage to the target.

Elemental Spikes (8 MP)
Target: Self
Type: Elemental (Varies)
Reflectable: No
The mage is surrounded by a shimmering barrier of elemental energy. Declare which of three elements the Spikes will be tied to – Fire, Ice or Lightning – when casting this Spell. Anyone striking someone protected by Elemental Spikes will take elemental damage equal to the target’s CHA score. Spells or abilities that increase the damage steps of elemental spells have no effect here. The effects of this spell last until the end of combat.

---

I've gone over my sheet a few times, but I'm sure I've left mistakes in there yet. I will be grateful to anyone who points out an error, as it's my first time with this system. =3

Bard The 5th LW
12-07-2010, 03:50 PM
Oh no, I will fucking MAKE time to join this. I'd like to rewrite Raltz a bit if possible.

I'll read up on the system.

Overcast
12-07-2010, 03:57 PM
Caspin the cook will be back. Oh yes, he will be back.

phil_
12-07-2010, 04:03 PM
Jehnnek looks mechanically sound. Good job. If Krylo puts us on the same team, I'll get that there Performance of Lightening. Now that I think about it, I should probably mark Bello's Valor Minuet as "Coming Soon," so that I can change it to Lightening or Wind, depending on my group.

Krylo
12-07-2010, 04:24 PM
Riin: You've got 13 points spent in skills, 3 Awareness, 1 Languages, and 9 on your three lores. With the skill point changes you've only got 9 points to spend.

Everything else is perfectly sound.

HERP A DERP!

Everything's good.

And now I away to work.

IHateMakingNames
12-07-2010, 04:27 PM
Name: Kole
Age: 21
Race: Human
Class: Blue Mage
Appearance: Kole always looks like something is going to happen to him. His tall body is always in a tense stance, his movements are jumpy, and heavy bags rest under his blue eyes. He doesn't appear to take well care of himself, due to his unkempt blond hair and always wearing his armor instead of normal clothes. His armor is stylized for the rest of his blue mage outfit, which he regularly wears.

Background: Things do not go well for Kole. He has the unfortunate tendency to be involved in disasters. Caves he explores collapse, towers he climbs crumble, vehicles he drives break down, monsters he encounters explode. Despite all that, Kole still wishes to adventure. He has a fascination with monsters, specifically their strange abilities. This is perhaps fueled by his Blue Mage learnings, and his unfortunate nature.

Quote: "I didn't mean to do it!"

Traits: Walking Disaster, Paranoid

Stats
HP: 23
MP: 23
Accuracy: 3
Evasion: 9
ARM: 2
M.ARM: 7

Strength: 7 (+1)
Vitality: 5
Dexterity: 8
Intelligence: 6
Charisma: 4

Job Abilities:
Ability 1: Deadened Nerves
Ability 2: Resist Death

Equipment
Right Hand: Katana Tier 1 (Ice), (STR x1) +1d6 damage
Left Hand: Possibly the Katana Tier 1 (Ice), (STR x1) +2d6 damage
Armor: Temple Cloth, 2 ARM, 7 M.ARM, +1 STR
Accessory:

Items
Gil: 25
Potion x2
Eyedrop x2
Antidote
Glowstone

Skills:
Athletics: 3
Vehicles: 1
Synthesis (Machines): 1
Mechanisms: 2
Healing: 2
Lore (Monsters): 1
(Freebies)
Katanas: 3
Swords: 3
Daggers: 3
Light Armor: 3


Spells:
Self-Destruct

I'm aware he can't use Self-Destruct yet.

phil_
12-07-2010, 04:45 PM
Riin: You've got 13 points spent in skills, 3 Awareness, 1 Languages, and 9 on your three lores. With the skill point changes you've only got 9 points to spend.Characters get a number of skill points at first level listed by their job (Black Mage gets 14), as well as an additional +1 for every point of INT the character possesses (Jehnnek has 12 INT). 14 + 12 = 26, 26/2 =13 skill points. So, yeah, it's supposed to be 13. You forgot the Black Mage or something... I'm actually not sure where 9 came from, to be honest.

As for Kole, he has one extra MP (15 +6 INT +2 Job= 23 MP). Also, Katanas use STR for damage, even if they use DEX for weapon skill. If they used DEX for damage, it would be listed as part of their properties on page 89, like Daggers, Bows, and Guns. Finally, Evasion should be 9 (7 Job + 2 DEX rating).

Krylo, if you want me to stop doing this, let me know.

Overcast
12-07-2010, 05:32 PM
Name: Caspin Shift
Age: 26
Race: Hume
Class: Blue Mage

Appearance: Standing at 5'10" and weighing about 140lbs most of which is tight muscle, he has black hair cropped short with brown eyes that seem to be tainted with his strange intentions. His hands are notably abused things after years of having them in the harmful world of cooking with many a scare and callus. Due to his great pride in being a chef you will more often than not find him in a white double breasted jacket and white pants(for he had never really liked the checkered sort), but notably never part of the ensemble is the hat. There was always something about that cap that irked him and he will adamantly refuse to wear it.

Background: When Caspin was a child he was found to have a very keen sense of taste. This led to an interest in the creation of fine tasting food. Early on he apprenticed himself to a proper cook so that he could make cuisine with genuine skill. Though one day a man approached him telling him, "There are aspects of taste and cooking you will never find with a man like this. You have the potential to be amazing. Allow me to show you the way." The man was a Blue Mage as well as a cook who began leading Caspin down the same path. The taste of monsters was intriguing, and the fact that merely appreciating their essence gifted him with new powers only added to his intrigue. After retaining his first skill he was ordered by his master to seek out his own experiments in taste and only to return when he was sure he was a master as well.

As an individual he has grown notorious for hunting, cooking, and eating monsters. Not necessarily in that order, as if being a Blue Mage wasn't bad enough. So he expects a bit of trouble from the world around him, and has also shaped a slightly awkward personality around that knowledge.

Quote: "Just a taste if you don't mind."

Traits: Artisan, Outsider

Stats
HP: 23
MP: 27
ACC: 3
Evasion: 10

Strength: 3+1, rating 1, 20
Vitality: 5, rating 1, 15
Dexterity: 9, rating 3, 25
Intelligence: 10, rating 3, 20
Charisma: 3, rating 1, 25

Job Abilities:
Ability 1: Defy Gravity
Ability 2: Devour

Equipment
Right Hand: Tier 1 dagger
Left Hand: Nada
Armor: Temple Cloth ARM 2, M.ARM 7

Items: Craftsman's Tools
Gil: 0

Skills:
Language: 2 (Common, Monster)
Synthesis(cooking): 4
Lore(monster): 2
Athletics: 1
Navigation: 1
Survival: 1
Stealth: 1
Awareness: 1


Spells:
Rank 1:
Homing Laser: 10mp. Single Target. (INTx2)+1d6 nonelemental damage. 25% chance for Confusion. Long Range capable.

First try in consideration of edits. Though still very likely wrong. xB

CelesJessa
12-07-2010, 05:37 PM
I'm here speaking as Krylo (because he's at work) to say that sign ups are now officially closed, except for placeholders and Teal(who showed interest before the thread was made.)

krogothwolf
12-07-2010, 06:07 PM
DAMNIT! Serves me right for taking so long before posting in here lol. Poop shoot!

Bard The 5th LW
12-07-2010, 06:12 PM
I'll try to get Ralts up later.

I'm mostly just adding description and moving some points around. Also re familiarizing myself with the system.

Teal Mage
12-07-2010, 06:23 PM
Oh god why does everyone keep reposting their same characters?

This is disturbing and creepy in far too many ways! I for one will not make my same character again! In fact, there are so many boys (promised boys) I think I'll need to make a very pretty girl.

Or at least another Ralts.

Still accepting Players Krylo? I probably won't have a bio written up for a little yet, so if you're not, it would be nice to know in advance. Won't feel like I need to rush through my other commitments first, ye see.

IHateMakingNames
12-07-2010, 06:26 PM
Teal,
I'm here speaking as Krylo (because he's at work) to say that sign ups are now officially closed, except for placeholders and Teal(who showed interest before the thread was made.)

Teal Mage
12-07-2010, 06:30 PM
Oh, silly me.

I totally missed her post!

Dracorion
12-07-2010, 06:45 PM
Oh, silly me.

I totally missed her post!

her

I knew it!

phil_
12-07-2010, 07:11 PM
Overcast, you're short 5 MP. 15 +10 INT +2 Job =27 MP. Krylo buffed it.

Overcast
12-07-2010, 07:15 PM
Wasn't sure if that was just HP. Editing.

phil_
12-07-2010, 07:22 PM
I went through the liberty of listing out who we have and their Jobs/Races for those who've posted a sheet. I'll edit this with links shortly.

phil_ (http://www.nuklearforums.com/showpost.php?p=1092031&postcount=12): Entertainer, Tarut
Arhra (http://www.nuklearforums.com/showpost.php?p=1092035&postcount=16): Fighter, Viera
IHMN (http://www.nuklearforums.com/showpost.php?p=1092104&postcount=36IHMN[/url): Blue Mage, Hume
Riin Whitewind (http://www.nuklearforums.com/showpost.php?p=1092096&postcount=31): Black Mage, Tarut
Overcast (http://www.nuklearforums.com/showpost.php?p=1092117&postcount=38): Blue Mage, Hume
CelesJessa (http://www.nuklearforums.com/showpost.php?p=1092153&postcount=49): Thief, Viera
Dracorion (http://www.nuklearforums.com/showpost.php?p=1092156&postcount=50): Dragoon, Viera
Menarker (http://www.nuklearforums.com/showpost.php?p=1092210&postcount=66): Dragoon, Android
McTahr (http://www.nuklearforums.com/showpost.php?p=1092651&postcount=132): White Mage, Tarut
BardTheFifthLightWarrior (http://www.nuklearforums.com/showpost.php?p=1092589&postcount=117): Red Mage, Hume
Mauve Mage (http://www.nuklearforums.com/showpost.php?p=1092505&postcount=105): Dark Knight, Hume
Teal Mage (http://www.nuklearforums.com/showpost.php?p=1093006&postcount=164): White Mage, Hume
Geminex (http://www.nuklearforums.com/showpost.php?p=1093162&postcount=169) Red Mage, Tarut
POS Industries (http://www.nuklearforums.com/showpost.php?p=1093315&postcount=190): Gambler, Moogle

CelesJessa
12-07-2010, 08:02 PM
I knew it!

What?


Also, I have my character sheet now. Hopefully I didn't screw anything up:

Name: Vera Delaine
Age: 19
Race: Viera
Class: Thief
Appearance: (I lied I'm not drawing it yet) Vera is a fairly average looking Viera, she has long reddish-brown hair pulled back into a braid. Since she's been living in more Hume-dominated cities, she opts to dress in Hume-style fashion rather than the more tribal clothes of her people. She still has the tribal tattoos though, most notably a red tattoo over her right eye.

Background: If you ask Vera about her past, she’ll give you a longwinded sob story about being raised a in a lower class of her tribe, and left to experience bigger, better things. In actuality, she was banished because she stole an item of importance from the village chieftain. She’s a troublemaker by nature, but she (tries to be) pretty good at turning on the charm and talking her way out of the situations she gets herself into.

Also, she’s not particularly fond of jokes involving her name (Vera) and her race (Viera)

Quote: But my name means “truth”! I would never lie to you!

Traits: Agile, Bottomless Pockets,

Stats
HP: 23
MP: (n/a)
Accuracy: 4
Evasion: 11
ARM: 2
M.ARM: 7


Strength: 6 ((15)5+10 max) (+2)
Vitality: 5 ((18)10+8 max) (+1)
Dexterity: 9 ((27)15+12 max) (+3)
Intelligence: 4 ((18)10+8 max) (+1)
Charisma: 6 ((27)15+12 max) (+2)

Job Abilities:
Ability 1: Catch
Ability 2: Against All Odds

Equipment
Right Hand: (none)
Left Hand: Dagger tier 1(Str x1 + 2d6) (100 gp)
Armor: Temple Cloth (ARM 2, M.ARM 7, STR +1) (200 gp)
Accessory: (none)

Items
Gil: 50???? WHO KNOWS
Potionx3 (150 gp)
Jade Oval (item she stole)

Skills:
Athletics: 2
Performance: 2
Stealth: 3
Mechanisms: 2
Speech: 2
(freebie) Daggers/Swords: 4.
(freebie) Language: 2 (Viera, Common)
(racial freebie) Survival: 1

Dracorion
12-07-2010, 08:14 PM
Name: Argath Ciel
Age: 23
Race: Mithra (Viera)
Gender: Male
Class: Dragoon
Appearance: Argath stands at 5'9'' and has messy shoulder-length silver hair and red eyes. He wears a dark blue sleeves shirt and baggy brown pants. He has a few scars here and there, on his legs and arms, and a small diagonal scar on his left cheek.

Background: As a male Mithra, Argath was looked down upon and constantly belittled by the other members of his tribe, and as the only male he wasn't allowed to leave the village. He grew resentful, constantly challenging tribeswomen to duels that they never accepted, only fueling his anger. More than anything, he wanted to leave the confines of the village he detested. Eventually he did, and he's never once looked back. The world was harsh, but Argath never faltered, and he became interested in the way of the Dragoon. After his secluded upbringing, he wants to explore the world and have adventures.

Quote: "Maybe you'll fare better than the last three guys."

Traits: Competitor, Grudge

Grudge (female Viera)
Argath has a lot of resentment for female Viera. He's not about to go murder them all, but he does try that much harder if he ever actually gets to fight one.
Destiny use: Acts like the Vengeful trait when Argath is in combat with a female Viera.

Stats
HP: 15 + 4(Vit) + 6(Class) = 25
Accuracy: 4(weapon) + 1(class) = 5
Evasion: 3(Dex) + 6(Class) + 1(armor) = 10
ARM: 4
M.ARM: 4

Strength: 7 (2 rating) 20 max
Vitality: 4 (1 rating) 17 max
Dexterity: 9 (3 rating) 23 max
Intelligence: 4 (1 rating) 27 max
Charisma: 6 (2 rating) 18 max

Job Abilities:
Epic Ability: Dragon's Spirit
Innate Ability: Wyvern Companion "Zephyr": Crystal Dragon
Ability 1: Jump
Ability 2: Animal Companion (Flying, Attribute (Dexterity), Strange Attack, Large)

Option 1, CHA rating. As that you're commanding a beast to attack, and, again, Animal Companion Strange Attack doesn't operate under the same principles as dragoon's innate abilities: Nor should it. In this case the dragon will gain a damage tier every 7 levels, and then at 30.

As for number of attacks, again you're commanding a beast, so number of times = to CHA rating. SEEEMING AS your CHA rating is shit, and I'm ok with it staying shit, because you actually RP a 1 CHA character, I'm willing to grant you two things: You always get at least one attack per day (so 0 rating, you can still use it once on command), and 2, if you have 0 or 1 rating, I will still use the random dice to make it attack for free from time to time.

Equipment
Right Hand: Polearm, Tier 1, (Strx1) + 2d6
Left Hand: (Polearm)
Armor: Nomad's Outfit, Tier 1, 4 ARM, 4 M.ARM, +1 EVA

Items
Potion
Gil: 150

Skills: 8 job + 2 int = 10
Freebies:
Polearms: 4
Medium Armor: 4

Any other non-zero skill:
Survival: 3 (1 from race)
Awareness: 2
Language 3: (Bhasa Mithra, Common, Monster Talk) (2 free)
Lore (Monsters): 2
Athletics: 3

Menarker
12-07-2010, 08:59 PM
When I try looking back at the archives, the earliest discussion threads for this RP done by Truce was discussion 5. Am I missing anything or doing something wrong? Or was it indeed erased?

Also, Krylo: During the FFRP that Truce did previously, he allowed me (and other dragoons) to use the Shared Ability "Animal Companion" to boost up my dragon companion for the dragoon class, following all the rules that entailed. Will that be permissible under your ruling? (Basically, it would be count as an animal companion that could gain the bonuses for that shared ability but having some of them as automatic as per the dragoon's leveling scheme. Like having Loyal trait from the start, it gains Packrat much later on and gains flight near the end game and such.)

Bard The 5th LW
12-07-2010, 09:14 PM
Actually, I'm sort of on the fence about replaying Raltz. I like him, and I don't think I had enough time, but there are other classes I'm interested in.

I'm going to take a bit more time. If I don't reuse Raltz, expect a Ninja or Ranger.

Krylo
12-07-2010, 09:45 PM
Characters get a number of skill points at first level listed by their job (Black Mage gets 14), as well as an additional +1 for every point of INT the character possesses (Jehnnek has 12 INT). 14 + 12 = 26, 26/2 =13 skill points. So, yeah, it's supposed to be 13. You forgot the Black Mage or something... I'm actually not sure where 9 came from, to be honest.Riin: Phil is right, everything is correct. Change nooooozing. Good job.


As for Kole, he has one extra MP (15 +6 INT +2 Job= 23 MP). Also, Katanas use STR for damage, even if they use DEX for weapon skill. If they used DEX for damage, it would be listed as part of their properties on page 89, like Daggers, Bows, and Guns. Finally, Evasion should be 9 (7 Job + 2 DEX rating).IHMN: In addition to what Phil said, which it seems you already fixed, escape was rolled into Athletics. You have two more points to spend.

Krylo, if you want me to stop doing this, let me know.Fuck no. Keep doing it forever.

FOREVER.

Two sets of eyes are better than one, after all, and we're less likely to miss something/make mistakes with two of us.

ANYWAY, everyone else:

Overcast: Everything looks good, unless Phil notices something wrong.


CJ: Evasion should be 11. You forgto to calculate in your dex rating. Also, you didn't read the skill changes, I guess? Anyway, Acrobatics and escape are rolled in together, as are acting and disguise, and negotiation and some other stuff and lockpicking and traps. So your skills actually look like:

Athletics: 3
Performance: 2
Stealth: 3
Mechanisms: 3
Speech: 3
(freebie) Daggers/Swords: 4.
(freebie) Language: 2 (Viera, Common)
(racial freebie) Survival: 1

Which has you spending 3 points too many, as that I also reduced skill points at start by half because of how many skills I eliminated.

Drac: Accuracy is 5, not 6. You only have 4 maximum polearm skill (which is right in your skills), not 5.

Also, Krylo: During the FFRP that Truce did previously, he allowed me (and other dragoons) to use the Shared Ability "Animal Companion" to boost up my dragon companion for the dragoon class, following all the rules that entailed. Will that be permissible under your ruling? (Basically, it would be count as an animal companion that could gain the bonuses for that shared ability but having some of them as automatic as per the dragoon's leveling scheme. Like having Loyal trait from the start, it gains Packrat much later on and gains flight near the end game and such.)

I suppose I'll allow it, as otherwise you'd just buy a new companion and have two dragons or something silly like that (or, well, you might not, but you'd be able to, so there's very little reason for me to stop you from buffing your dragon).

Edit:

DAMNIT! Serves me right for taking so long before posting in here lol. Poop shoot!

You'll be first on my list if anyone drops.

Wizardcat
12-07-2010, 09:47 PM
I'm here speaking as Krylo (because he's at work) to say that sign ups are now officially closed, except for placeholders and Teal(who showed interest before the thread was made.)
Oh, good. All of us get saved pain. :dance:

CelesJessa
12-07-2010, 09:48 PM
CJ: Evasion should be 11. You forgto to calculate in your dex rating. Also, you didn't read the skill changes, I guess? Anyway, Acrobatics and escape are rolled in together, as are acting and disguise, and negotiation and some other stuff and lockpicking and traps. So your skills actually look like:


Nope I forgot to look over the skill changes. Sorry, I'll be fixing that now.

Krylo
12-07-2010, 09:51 PM
Oh, good. All of us get saved pain. :dance:

Jeez, I wasn't expecting to be this popular.

We'll see how things go and if there's some more interest and I feel I'm capable, I might start a third group. We'll see.

Edit: Lulz, Drunk Phil is saying the things I already said.

Wizardcat
12-07-2010, 09:54 PM
'Kay, I'll check in now and then.

Overcast
12-07-2010, 09:55 PM
Drunk Phil is almost twice as accurate as sober Phil.

CelesJessa
12-07-2010, 09:55 PM
Celes, double check your skill points. I think you get 18 job +4 INT =22/2 =11 skill points. You seem to have 19 points spent. Also, you seem to be missing the DEX rating bonus to your evasion. 3 DEX rating +8 Job = 11 Evasion. Also, you left out your Viera Awareness skill bonus.


Yeaah, I suck at making stat based stuff. I forgot to read all of the changes. I think everything is fixed now.

Krylo
12-07-2010, 09:57 PM
Yeaah, I suck at making stat based stuff. I forgot to read all of the changes. I think everything is fixed now.

It is! Unless I missed something.

(b^^)b

phil_
12-07-2010, 09:58 PM
Edit: Lulz, Drunk Phil is saying the things I already said.Drunk Phil is almost twice as accurate as sober Phil.Drunk Phil made math mistakes that Krylo didn't. I'll save it until I'm sober again.

So excited that you guys are excited, though.

Dracorion
12-07-2010, 10:00 PM
Drac: Accuracy is 5, not 6. You only have 4 maximum polearm skill (which is right in your skills), not 5.

Fixed.

Also, Krylo: During the FFRP that Truce did previously, he allowed me (and other dragoons) to use the Shared Ability "Animal Companion" to boost up my dragon companion for the dragoon class, following all the rules that entailed. Will that be permissible under your ruling? (Basically, it would be count as an animal companion that could gain the bonuses for that shared ability but having some of them as automatic as per the dragoon's leveling scheme. Like having Loyal trait from the start, it gains Packrat much later on and gains flight near the end game and such.)

I suppose I'll allow it, as otherwise you'd just buy a new companion and have two dragons or something silly like that (or, well, you might not, but you'd be able to, so there's very little reason for me to stop you from buffing your dragon).

Wait, whoa, hey whoa.

Are you saying we can have a dragon mount from the start?

Krylo
12-07-2010, 10:02 PM
I'll save it until I'm sober again.

This could be awhile.

Are you saying we can have a dragon mount from the start?

Anyone can, technically.

Bard The 5th LW
12-07-2010, 10:17 PM
I'll try and make up my mind by tomorrow when I get more sleep.

Dracorion
12-07-2010, 10:49 PM
Anyone can, technically.

I am so hot for you right now.

I switched out Deep Breathing for Animal Companion, then, and took a point out of Athletics to put in Riding.

Also got Strange Attack, so I guess we should figure out what it does? I'm think either add Holy element (because Crystal Dragon), or just straight up damage.

Menarker
12-07-2010, 10:57 PM
Krylo, in regards to using Animal Companion's and choosing Strange Attack, previously Truce said that the dragon would be limited to using each of its respective spells equal to the INT rating of my character per session (Since unlimited spells is cheating). Is that acceptable? (In the below example, 3 times per spell due to having 9 INT which is a rating of 3.) Mind you, according to the description of Strange Attack, magic that is learnable by the species can be learned using Animal Companion. Hence why my wyvern learned White Wind (Blue magic) and Invisible (White Magic).

Also, does the Animal Companion aspect "Skilled" stack with the dragoon's skill level? Like if the dragon had a Skilled bonus to synthesis, does it stack with my character's synthesis skill level if I tried to make an item?

Additionally, does the dragon automatically gain any other traits to start with? For example, at level 20, it practically gains the ability "Packrat". By level 30, it gains Mount and Flight. Does it also have any other abilities worth noting like Loyal, Familiarity or Sentience as a result of the close-knit dragoon relationship with a dragon? As before, it was very much the case with Truce, but I'm asking you.

Anyhow, here is my character sheet as it is.





Name: Ark
Age: 201
Race: Android
Class: Dragoon
Appearance: A tall android who appears even more towering when fully decked in heavy armor and shield. From under his armor, one can see his left arm was replaced by a mechanical graft and that one of his eyes was likewise substituted for an unerring robotic counterpart. His hair a dark tint of mottled brown kinda like tree bark. Has an expression that seems to always be stuck in a perpetual solemn unjoking and unflinching gaze.

Background: For many years, this android laid dormant in an ancient ruin, left undisturbed until only recently when a dragon and its brood took residence. Upon finding his inert body, out of curiousity of examining this relic of old, they fiddled with him and accidently triggered his life spark, animating him to be able to think, move and speak. The infantile wyvern, fascinated by this living toy, figuratively attached itself to him, and thus Ark was spared the risk of being torn apart by its defensive guardian. The parent, content to know its child had a new appointed guardian, left shortly after out of laziness. Delaying for a few months to restore his functions, Ark left with his un-named dragon companion to see how the world was changed since his previous activation.

Traits: Inhuman Might, Artisan

Extra note: No need to eat or drink. Can sense living creatures around him as part of his graft.

Stats
HP: 15 + 7 (Vit) + 6 (Class) +1 (Armor) = 29
Accuracy: 5 (Weapon Skill) + 1 (Class) = 6
Evasion: 6
ARM: 7 (Armor) + 3 (Shield) = 10
M.ARM: 2 (Armor) + 2 (Shield) = 4

Strength: 10 +2 (Graft) = 12 (Rating 4)
Vitality: 7 + 1(Bone Vest) = 8 (Rating 2)
Dexterity: 3 -2 (Graft) = 1 (Rating 0)
Intelligence: 9 (Rating 3)
Charisma: 1 (Rating 0)

Job Abilities:
Ability 1: Scan
Ability 2: Lancet

Equipment
Right Hand: Broad Sword (Str x 1 + 1d6) (100 GP)
Left Hand: Buckler (50 GP)
Armor: Bone Vest (200 GP)
Accessory: N/A

Grafts: (Get 5 points worth of Graft free due to Android)
Heavy Arm (+2 Str -2 Dex)
Bionic Eye v2 (+1 Awareness and Life sensing radar)


Items:
1 x Potion
1 x High Potion
1 x Remedy
Gil: 100 GP


Jugan Stats (Crystal Dragon companion)
Automatic Animal Companion Abilities: Loyal, Familarity.


Skills: (Starts with 13 skill points. 8 for Dragoon and 5 for having 9 INT which was divided by half and rounded up.)
Language: Common (Free), Android (Free).
Awareness: 4 + 1 (Graft) = 5
Athletics (STR rating): 4
Synthesis (Armorcrafting): 4
Synthesis (Weaponsmithing) 1




Hoping I got everything right...

And Drac, stop copying me! :3

Riin Whitewind
12-07-2010, 11:02 PM
Riin: You've got 13 points spent in skills, 3 Awareness, 1 Languages, and 9 on your three lores. With the skill point changes you've only got 9 points to spend.

Everything else is perfectly sound.


You had me digging through the book and my notes, trying to find out where I was getting 'extra' skill points. :mad:


Glad everything looks alright, excited for this to begin.

Dracorion
12-07-2010, 11:07 PM
Ah, so we're going with normal Wyvern techs for Strange Attacks?

And Drac, stop copying me! :3

A) I looked through your character sheet for the last RP and I didn't see Animal Companion anywhere, so I assumed that you'd stick to it this time around and take it later.
B) Stop coming up with awesome things. I mean, why the hell wouldn't I?

McTahr
12-07-2010, 11:27 PM
Name: Areit Lotii (Ah-rayt Low-tie)
Age: 21
Race: Viera
Gender: Male
Class: Gambler
Appearance: (footnotes for now) Average height, slender build, silver hair, green eyes. Forest-dweller originally, rabbit ears. Meticulously cleaned outfit.

Background: Since fleeing the claustrophobic life of a male Viera, Areit has set out to reject any boundaries set on him. No matter what the risk or consequence, he will stop at nothing to attain whatever his heart desires at that particular moment. His bravado and carelessness more often than not gets him into his fair share of dangerous situations.

Quote: "Did I keep you waiting?"

Traits: Grand Entrance
Walking Disaster


Stats
HP: 24
MP: 0
Accuracy: 5
Evasion: 11
ARM: 4
M.ARM: 4

Strength: 3 (Rating +1) 15 Max
Vitality: 3 (Rating +1) 18 Max
Dexterity: 9 (Rating +3) 27 Max
Intelligence: 6 (Rating +2) 18 Max
Charisma: 9 (Rating +3) 27 Max

Job Abilities:
Ability 1: Dice
Ability 2: Showstopper

Equipment
Right Hand: Gun Tier 1 (Dex x1 +1d6) (100gp)
Left Hand: N/A
Armor: Nomad's Outfit (200gp)
Accessory: N/A

Items:
Dice 2x (30gp x2)
Cards (30gp)
Bronze Bullets (100gp)
Gil: 10

Skills:
Athletics: 2
Awareness: 2
Disguise: 2
Perform: 2
Speech: 2
Stealth: 2
Survival: 1 freebie

Dagger/Swords/Guns: Max for stats freebie
Light/Medium Armor: Max for stats freebie
Language: Viera, Common

First time fiddlin' with the system. If you spot something, feel free to let me know.

Menarker
12-08-2010, 12:14 AM
The thing I find funniest about Drac giving his pet dragon the mount trait, is that until several levels pass, it'll be the size of a football. An infant. The total size different is mind-boggling.

A full grown Dragoon mounting an infant dragon and expecting to ride it.

=P

Of course, one of the OTHER major reasons why I'm not doing that myself is because my character is an android probably weighing over 300 lbs BEFORE his equipment including heavy armor. Literally, he's one heavy hunk of junk.

Dracorion
12-08-2010, 12:22 AM
That...

Is a very good point.

I don't really know.

Menarker
12-08-2010, 12:29 AM
Hehe. Maybe if the RP lasts long enough, both of us will have dragons that can be mounted and fly and carry passengers and use spells and all sorts of shit!

I kinda like how despite your character also being a dragoon, the two of us are built quite very differently. You're the traditional style with spear and dex and jumping and such. I'm closer to the magic build with scan, wyvern magic, sword and shield and that sort of thing. (Although we would be even more opposite if one of us had a bone dragon instead. Not that it matters at all. I wouldn't want to change it.)

Of course, my character also has 1 dex and 1 cha. ^^; Needing "adult supervision"

Although due to Krylo's erratas, STR also counts as mobility when it comes to "Athletics" skill. So technically, Ark isn't as "immobile" as he used to be.

Although until later, I'll have to drop some of Ark's former skills like lore and languages until later.


We should probably have a Piratepad chat for this too!

Dracorion
12-08-2010, 12:51 AM
I guess I just assumed that if my dragon couldn't have Mount then Krylo would've said that when I asked him about it.

Also, I don't really know about them having access to Wyvern spells. I mean, yes, they are Wyverns but they're quite specifically Crystal Wyverns and they have those nifty elemental attacks and whatnot so they might not count as regular Wyverns.

Basically, one foe called a Wyvern just happens to have a generic name. It doesn't necessarily encompass the whole species of wyverns and there could very well be like Fire Wyverns and whatnot that have entirely different skills and count as different enemies, y'dig?

And PiratePad doesn't solve everything, you know.

Menarker
12-08-2010, 12:57 AM
Well, the beastiary states that those Wyverns have a strong connection with dragoons and are not hostile with them unless provoked. It seems plausible. I figure that the wyverns that have those special attacks you mentioned get those as the result of their innate connection which requires them to remain close to each other to keep their powers. Once connected, their minds and bodies are kinda linked to the point that a knocked out or seperated dragoon robs the wyvern of their functional strength.

I'm mainly asking because Truce gave permission before and technically, it is within the within letters of the rules. However, this is Krylo's RP, so I want to clarify with him. That said, I figure that like Truce, Strange Attacks would probably be ok if there was a limit on how often they could be used and thus not spammed over and over. That would have to be used strategically so as not to waste them, but with potent effect. Which in my character's case would be INT rating for each spell per session.

IHateMakingNames
12-08-2010, 02:39 AM
The system in place makes animals, and Wyverns, unharmable transportation, skill dumps, utility devices, inventory, and extra minor damage. You seem to be trying to create a secondary character out of one, or some weird min-maxing system manipulation out of it.

Invisible, and especially White Wind, are also ridiculous to have at level 1 with multiple castings.

Menarker
12-08-2010, 02:57 AM
In regards to the first, wyverns that are attached to dragoons are connected to the PC (to the point where a huge portion of the point of the class IS the Wyvern) and thus are almost just as much a major character as an actual player, especially when role played with a personality or otherwise just roleplaying so it is treated as something other than just a weapon that requires feeding.

As for the spell choice, that's why I'm asking Krylo to make sure ahead of time while also having a set limit. Unlike most mages, my dragon cannot restore his spell uses by gaining MP. Once he uses up his spells, that's it until the next "session". Basically, the way I made my character, he's a caster dragoon. He doesn't have the evasion or the jumping ability that dex dragoons do. His INT stat only supports him with skills points and how often he can use his abilities. Basically, I traded off the dragoon's evasion (Dex and Jump) for very specific boosts that gives him semi-caster support (The proposed dragon spells as well as Scan and eventually Lancet) while still being fairly tanky (average stamina and high power).

What I'm proposing is basically that if I want to improve my dragon's ability to cast those spells more often, I have to invest more points in INT to boost the rating, which is the reason my INT stat is high. Actually, the entire caster dragoon idea is something that was intended as an option for the dragoon in the first place by the game makers. If you look at the dragoon's stats, the two stats that have the biggest boosts (+15) is Dex and Int. From that, you can see that INT was meant to have some a significant purpose.
I'm not asking to get the spells for free. First, it requires the job ability Animal Companion and choosing Strange Attack (twice in this case). Then the way I proposed it, I need to have high INT and keep investing in it, which takes away from other stats like VIT or DEX, in order to cast it more often.

That said, I can understand the balance issue of those two being very powerful to get at the start (Although White Wind scales with the user's hitpoints. The less hitpoints you have, the less it can heal to the party.)

Anyhow, I made my suggestion/argument. Just waiting patiently to see what Krylo thinks.

Krylo
12-08-2010, 05:36 AM
Krylo thought he was too tired to deal with any more sheet checking and went to bed.

Anyway: Strange attack is an attack, not a utility spell. And they aren't 'normal' wyverns, anyway. They're crystal or bone wyverns. They don't get the 'normal' wyvern spell list. And even if they were, starting the game with rank 3 spells is a bit much. Further, you'd need to buy attributes, as any 'strange attack' damage would be based off the wyvern's stats. I'll suss out how often the attacks happen if you still want it, but it'll probably be something akin to 'on GM whim' like Nall/Ruby from the Lunar games.

As for their skills: The wyvern's skills are things the wyvern can do, and you can't use them yourself as a Dragoon. Meaning that giving the wyvern synthesis isn't going to help you make things. It means the wyvern would be able to given a good enough roll, which would be silly.

As for Drac and his mountable one: Don't care. But he'll have to buy flying and mount if he wants it to fly around with him. And he should realize it's kind of wasted if the game lasts long enough 'cause the Dragoon wyverns eventually become that, anyway. Reason I don't care, though, is that he could just buy a new animal companion with flying mount, and welp.

Anyway, let's just go through the list as they pertain to Dragoons:

Unique: No. There's obviously more dragoons with crystal/bone dragons.
Loyal: They're obviously already loyal.
Familiarity: They are obviously already familiar with you
Sentient: Can be bought, probably should be if you want it to make armor for you.
Packrat: Useless, waste points if you want.
Attribute: Sure.
Large: Sure. Size won't affect any of the other wyvern stats/abilities, though, just to cut that line of inquiry off.
Strange Attack: As above, it has to actually be an attack, and it doesn't get access to normal wyvern abilities.
Skilled: Sure.
Flying: Kind of pointless, but if you want it flying around at level one you probably need to take it, as they've got little baby stubby wings at level 1.
Mount: Kind of pointless, but if you want a mount at level 1 I guess you can take it, and your wyvern will be abnormally large or something. Probably denotes an older wyvern for some reason (who, again, still has the same stats/abilities as an infant).
Search: Sure.

Now I'll go look at your/McTahr's sheet.|

EDIT:

MERN: You typoed INT as 1 instead of 9. Took me until I got to skills to figure out what was wrong there. Speaking of, it looks like you only spent 11 skill points.

And Bionic Eye v2.0 gives +1 awareness, not +2, as well as some other perks. Language is confusing, but you'll note both eyes say 'gives the user an additional +1 awareness'. They mean over their normal stats, not over the previous level of graft (as is only kind of obvious if you read the normal bionic eye).

Also: single handed weapons have 1d6 for damage, not 2d6.

Everything else seems ok, pending Phil's double checking.

McTahrd: Everything looks fine, again pending Phil's double checking.

Dracorion
12-08-2010, 10:50 AM
As for Drac and his mountable one: Don't care. But he'll have to buy flying and mount if he wants it to fly around with him. And he should realize it's kind of wasted if the game lasts long enough 'cause the Dragoon wyverns eventually become that, anyway. Reason I don't care, though, is that he could just buy a new animal companion with flying mount, and welp.

Yeah, s'cool, I understand. Still going with Wyvern mount, though. But not flying Wyvern mount.

Edited the sheet. Now it has Attribute: Strength instead of Familiarity.

Menarker
12-08-2010, 11:54 AM
Ah, ok. Btw, what level do the dragon companions DO learn flight. It says eventually it'll be able to be mounted and fly at level 30. But that kinda implies that it learns to fly before then. Can it offically fly under its own power before then (although not as a mount unless paid for)? Like say at level 5, its growing wings allow it to fly around for its own purposes?

Further, you'd need to buy attributes, as any 'strange attack' damage would be based off the wyvern's stats.

Oh. Because the dragon companion's power whenever the dragoon would make a crit is based on the dragoon's STR stat, and not anything of their own.

So, Krylo how exactly would Strange Attack work in your case. Do I make a forumula or specific effect and propose it to you? Or do you have a guideline to reference to? Or is it just being able to use the Wyvern's attacking ability at times other than just critting/limitbreak?

As for how often it happens, I would like to be able to have the option to use it at least INT rating times a day at will, because I don't like randomness, but spamming it without limit would be a bit much anyhow and I'd rather not opt for GM whim (although I love the Lunar games you mentioned.)

Suggested request for Strange Attack: *Needs a name*

Type: Holy
Target: Medium Range.
Usable INT rating per session at the same time as the dragoon's attack or once per round as a free action if not attacking at the same time as the dragoon.
This Dragon companion attacks at the same time as the dragoon doing additional but seperate damage.
Damage follows the same formula as the dragon companion's table but uses the Dragoon's INT instead of STR.

Example 1)

Level 1 Ark (Dragoon) is fighting two soldiers. He directly attacks a soldier with 2 MARM. *Assume his attack succeeds* Ark has 9 INT and thus has an INT rating of 3. During his attack, he can expend of the 3 uses of this technique to have Jugan (Dragon Companion) assist him and do (INT x 1) damage to that foe or another target. Jugan does 7 damage (9 INT - 2 MARM)

Example 2)
Same example as above, however for some reason Ark has Haste and thus can do 2 standard actions. If he attacks with both his standard actions, he can have Jugan use the technique each time, paying for each one.

Example 3) Same as example 1, but Ark crits on his attack. Jugan performs his basic supporting attack on the same foe (STR x 1) that Ark attacked and has the option to spend a use of the technique to again attack for (INT X 1) on the same target or the other one.

Example 4)
Level 15 Ark is hurting badly and the party's healer is busy trying to cast his/her spell. Ark takes defensive action which cuts his damage taken by half but takes a standard action. By expending one use of this technique, Jugan can still attack once at a target for (INT x 4) damage.


What you think?

Anyhow, editted my sheet a bit.

phil_
12-08-2010, 01:41 PM
I double-checked Dracorion, Menarker, and McTahr, and they all seem up and up. Looks like I won't be needing Performance of Wind, since neither Dragoon took Ride the Storm.

And, yes, I am just waking up now.

Menarker
12-08-2010, 02:03 PM
Looks like I won't be needing Performance of Wind, since neither Dragoon took Ride the Storm.

Well, I'm not thinking of getting Ride the Storm yet. But it's one of the skills that I might be willing to consider much later on if I was teamed up with someone who has weather altering skills. But it's a pretty situational ability if I'm not with someone who can do it.

For Job Abilities, I'm considering the following (in no particular order)

Scan
Animal Companion (Maybe multiple times?)
Lancet
Destructive Strike
Limit Breaker
Skillful Hero?
Ride the Storm?
Dragon's Eye?


Disarm is kinda bad since it can only be used once per battle. Would have been neat otherwise.

I would personally want Performance of Light late game anyhow, assuming I get a holy type weapon to thus get its power boosted. But that's later on when I build up my synthesis.

Would be awesome if I could build a Artifact level weapon with the following traits.

Indestructible, Break Damage Limit, Holy-Strike, Holy Enhancer, Auto-Haste, Piercing, HP Drain... and one other ability I haven't decided on it. I thought of Overdrive, although I might get that as a Job Ability... Worth thinking about though...

Although I would opt for Auto-Protect and Auto-Shell on my Armor and Shield respectively. (Is it possible to get multiple enchantments on armors like having Indestuctible and Auto-Protect on an armor for example?)

And I can hope for a Ribbon accessory. Drac can get the Legendary Artifact for Dragoons, the Rat Tail.

Krylo, will the Holy/Shadow Enhancer from having maxed allignment stack with the Holy/Shadow Enhancer that could be put on a weapon? I heard that they did before.

Dracorion
12-08-2010, 03:38 PM
I double-checked Dracorion, Menarker, and McTahr, and they all seem up and up. Looks like I won't be needing Performance of Wind, since neither Dragoon took Ride the Storm.

Well, I have no problem getting Ride the Storm if you get Performance of Wind and the new Entertainer wind Art, and we're on the same team.

And, yes, I am just waking up now.

If you weren't out for at least eighteen hours then you weren't drunk enough.

Krylo
12-08-2010, 05:18 PM
Ah, ok. Btw, what level do the dragon companions DO learn flight. It says eventually it'll be able to be mounted and fly at level 30. But that kinda implies that it learns to fly before then. Can it offically fly under its own power before then (although not as a mount unless paid for)? Like say at level 5, its growing wings allow it to fly around for its own purposes?Let's say level 10. Just ball parking it there.



Oh. Because the dragon companion's power whenever the dragoon would make a crit is based on the dragoon's STR stat, and not anything of their own.Even though your 'animal companion' is your wyvern, it's important to note that animal companion abilities both work differently and weren't that well thought out/clearly implemented, and I wish I had thought on them more deeply when doing the changes or we wouldn't have to have this discussion.

But the point being that strange attack isn't meant to be a huge powerful thing, even at low levels. It's meant to just be a little light bit of extra damage that happens now and then to help out.

I wouldn't be adverse to, after say... ten levels or so, throwing it a status effect like seal or stun or something relatively minor that makes sense with a crystal dragon, just to stop it from fading into uselessness, or even tossing it a better damage multiplier eventually, however I don't want it to be doing damage that's comparable to an extra PC and: Jugan does 7 damage (9 INT - 2 MARM)Jade deals 7 damage to Wedge and knocks him back a short distance.From here (http://www.nuklearforums.com/showpost.php?p=996777&postcount=45). Note, Bello also ended up doing seven damage, Vit did 3 (though Vit is an unfair comparison), Prasad was only doing around 9ish, etc.



So, Krylo how exactly would Strange Attack work in your case. Do I make a forumula or specific effect and propose it to you? Or do you have a guideline to reference to? Or is it just being able to use the Wyvern's attacking ability at times other than just critting/limitbreak?I was thinking roll a D6 or two at the beginning of battle. 1 = no use that combat, anything else = which round it will happen on. Assuming combat lasts that long.

As for how often it happens, I would like to be able to have the option to use it at least INT rating times a day at will, because I don't like randomness, but spamming it without limit would be a bit much anyhow and I'd rather not opt for GM whim (although I love the Lunar games you mentioned.)I'm thinking about it.

It's not a completely unreasonable request, though I have to ask exactly why INT would, logically, affect the number of times you could command an animal to attack?

Would be awesome if I could build a Artifact level weapon with the following traits.

Indestructible, Break Damage Limit, Holy-Strike, Holy Enhancer, Auto-Haste, Piercing, HP Drain... and one other ability I haven't decided on it. I thought of Overdrive, although I might get that as a Job Ability... Worth thinking about though...Start dropping points into synthesis (weapon smithing) and prepare to have a ridiculous quest to get the items necessary, and, of course, spend a point of destiny for each special ability.

Although I would opt for Auto-Protect and Auto-Shell on my Armor and Shield respectively. (Is it possible to get multiple enchantments on armors like having Indestuctible and Auto-Protect on an armor for example?)Start dropping points into synthesis (armor smithing) etc. etc.

Krylo, will the Holy/Shadow Enhancer from having maxed allignment stack with the Holy/Shadow Enhancer that could be put on a weapon? I heard that they did before.I could have sworn it said they didn't, but I couldn't find it in the book on a quick glance through. I'm going to go ahead and say no, anyway, though, unless someone else can find it.

On the basis that it says under the affiliation bit that it acts exactly as a weapon enhancer and most weapon enhancements aren't made to be stacked (outside of a few that specifically say they can be).

There's a lot of time before this becomes an issue, however, so I might change my mind, or I might change my mind if someone can show me a place where it says they're stackable.

Bard The 5th LW
12-08-2010, 05:23 PM
Here's the old Ralts sheet (minus some stuff). I just want to know if this still works out as you guys are smarter. Some other stuff will be rewritten later.

---

Name: Raltz Mauslin
Age: 26 (average)
Race: Hume
Class: Red Mage

Appearance:

Quote: "You know you can't resist me."

Bio: Ever since he was young, Raltz has felt unfulfilled. He grew up in a rather large town, and he was well known all around for his good people skills and variety of talents, but it was never enough for him. He was mildly sucessful with physical competitions and feats, but more scholarly pursuits were where his interests lied. He ready many a book, both fictional and not. However, legends and history were what caught his attention the most. The tales of swashbuckling adventurers and heroes were what the young Raltz was most enchanted with. "What am I accomplishing here?" "Will I be remembered for years to come?" As he grew up, these thoughts always haunted him. He wanted to be famous, Immortalized! He would go the route to have bards tell his stories some day. At about the age of 20, he wished his people farewell and good luck and whisked away to fulfill his destiny.

So far, his personal insistence on trying to be good at everything has been both helpful and a hindrance. He's trying to be a jack-of-all trades, but is a master of few. He's got charm though, and he his name has gotten around through the places he's visited. These are just stepping stones to the young adventurer though. He knows he going to be part of something great, and he'll do anything to get there.

Traits: Androgynous, Famous

Stats
HP: 17
MP: 21
ACC: 4
Evasion: 7
ARM: 6
MARM: 10

Strength: 6 (7 with Temple Cloth)
Vitality: 4
Dexterity: 4
Intelligence: 9
Charisma: 7

Job Abilities:

Favored Spell (Cure)
Steal Heart

Equipment
Right Hand: Sword Tier 1, (STR x 1) +1d6 damage
Left Hand: none
Armor: Temple Cloth, 2 ARM, 7 M.ARM, +1 STR

Items
2x Potion
Gil: 100

Skills

Healing: 1
Disguise:3
Language:2(common, ancient)
Inquiry:2
Trade:2
Negotiation: 2
lore:1(history)
Awareness:2
Acting:3
Navigation:2

Sword: 4 (freebie)
Staff: 4 (freebie)
Knives: 4 (freebie)

Spells
1 Blizzard (3 MP)

Geminex
12-08-2010, 05:26 PM
Ha!
Y'know, I was thinking of an adrogynous red mage as well. Though he/she/it is still highly hypothetical.

Hey, Krylo, just out of curiosity, would Androgynous work with Sexy?
Like, you appeal to both genders?

Edit:
I mean, yeah, it'd be weird, and probably not all that effective, but hilarious.

Bard The 5th LW
12-08-2010, 05:36 PM
Ralts was my character last RP.

One time, he seduced (I guess you could call is mind control) a male guard. That was shortly before the end.

Krylo
12-08-2010, 05:47 PM
Name: Raltz Mauslin
Age: 22 (average)
Race: Hume
Class: Red Mage

Appearance:

Quote:

Traits: Androgynous, Favored spell (Blizzard)

Stats
HP: 22
MP: 26
ACC: 4
Evasion: 7
ARM: 6
MARM: 10

Strength: 7 (8 with Temple Cloth)
Vitality: 4
Dexterity: 4
Intelligence: 8
Charisma: 7

Job Abilities:

Crimson Seal
Steal Heart

Equipment
Right Hand: Sword Tier 1, (STR x 1) +1d6 damage
Left Hand: none
Armor: Temple Cloth, 2 ARM, 7 M.ARM, +1 STR

Items
2x Potion
Gil: 100

Skills

Healing: 1
Perform:3
Language: 1 (ancient)
Speech: 2
lore: 1(history)
Awareness: 2
Navigation:2

Language: 1 (freebie, Common)
Sword: 4 (freebie)
Staff: 4 (freebie)

Spells
1 Blizzard (3 MP)

That's what you'd look like with the changes (with changes to the sheet bolded). Also you'd have one more skill point to spend.

Ha!
Y'know, I was thinking of an adrogynous red mage as well. Though he/she/it is still highly hypothetical.

Hey, Krylo, just out of curiosity, would Androgynous work with Sexy?
Like, you appeal to both genders?

Edit:
I mean, yeah, it'd be weird, and probably not all that effective, but hilarious.
You would be attractive to anyone attracted to the gender you are currently trying to be. Note that Androgynous lets you pretend to be the opposite gender for a point.

You'd probably have cases of mistaken gender now and then, too.

Overcast
12-08-2010, 05:49 PM
It was the sexiest moment short of licking a paladin for healing.

Geminex
12-08-2010, 06:03 PM
If I go that build, I would so out-sexy it.

I would base my character around making people questioning their sexualities. It would the the most terrifying character ever.

As it is, I'm thinking of making a red mage built around Char and Int. Not much direct combat, a bit of casting, mainly focused on diplomacy, charm, that sort of stuff.

It wouldn't be entirely dissimilar to what bard has, but, like I said, less combat oriented.

But once again, pretty hypothetical. Just wanted to throw that out there, see what you guys think.

Krylo
12-08-2010, 06:07 PM
Well, I'll toss this out for anyone still mulling this shit over:

WE HAVE: An entertainer, a fighter, two blue mages, a black mage, a thief, two dragoons, a gambler, and another gambler on the way.

Notice what none of those classes have?

Readily available healing.

Paladin, white mage, or a white magic leaning Red mage would be good. Actually two of any of those so each group can have something like that.

Edit: Not that it's a big deal. There's always rerolls if combat ends up being too hard with no healers.

Bard The 5th LW
12-08-2010, 06:07 PM
I'll probably go with Raltz.

edit: seeing as how there already is a black mage, I might just throw his 'favored spell' into cure.

edit2: I would finish the sheet, but I feel like crap right now. Gonna get some rest.

mauve
12-08-2010, 06:37 PM
Kay, since we potentially have two red mages already, I'll bring back the Dark Knight Elsa. I'm working on redoing her stats to account for the new rules, but she's otherwise finished. I'l try and post her signup soon.

Someone else can roll a healer, cuz I'm not delving into that rule book again to figure out a new class. >.<

Geminex
12-08-2010, 06:40 PM
I can go heal-ish as well.
Though
a) I'll be joining later
and
b) I hope you guys realize that the whole 'diplomat' aspect, combined with the white magic is going to make my mage rather squishy. I'll need meatshields.

Also, I was gonna go for more of a shadow-ish alignment, but that would clash with white magic, wouldn't it?

Krylo
12-08-2010, 06:45 PM
I'll need meatshields.
WE HAVE: An entertainer, a fighter, two blue mages, a black mage, a thief, two dragoons, a gambler, and another gambler on the way.
Kay, since we potentially have two red mages already, I'll bring back the Dark Knight Elsa.
I think you've got plenty of those.


Also, I was gonna go for more of a shadow-ish alignment, but that would clash with white magic, wouldn't it?Well, kind of. Only white mages lose their magic by going shadow (and I'm tempted to GM fiat that away, but I haven't decided yet), but holy enhancer (which you can get by being full holy affiliation) also increases the effects of white magic healing spells.

Kay, since we potentially have two red mages already, I'll bring back the Dark Knight Elsa. I'm working on redoing her stats to account for the new rules, but she's otherwise finished. I'l try and post her signup soon.

Someone else can roll a healer, cuz I'm not delving into that rule book again to figure out a new class. >.<

I kinda like Dark Knights conceptually, so I'm ok with that.

phil_
12-08-2010, 06:52 PM
Hey, Bard, Krylo's changes are all right, except that he gave you one extra point in Swords and Staffs. Your rating with both of those is 3 (having a rating of 2 in your highest relevant stats for both skills). Luckily, that effects nothing else on your sheet, since he left ACC at 4.

mauve
12-08-2010, 07:19 PM
I kinda like Dark Knights conceptually... Hey, I ain't complainin'! I'm liking what I see in the Dark Knight section of the book. Their job abilities kick ass. As it stands, Elsa's starting 2 abilities let her go berserk whenever she gets to 25% HP (which might happen quite often without a healer) and steal HP from enemies at a rate matching her INT or VIT score. If she earns any other job abilities she can potentially become a magical tank of doom with the ability to perma-poison people and terrify her enemies by gruesomely dismembering one of them. Not to mention I get to weild Massive-type weapons AND black magic.

It's gonna be awesome.

Krylo
12-08-2010, 07:39 PM
Hey, Bard, Krylo's changes are all right, except that he gave you one extra point in Swords and Staffs. Your rating with both of those is 3 (having a rating of 2 in your highest relevant stats for both skills). Luckily, that effects nothing else on your sheet, since he left ACC at 4.

Yeah, I noticed that but then forgot to actually change the skills.

Which is why the ACC was right.
Hey, I ain't complainin'! I'm liking what I see in the Dark Knight section of the book. Their job abilities kick ass. As it stands, Elsa's starting 2 abilities let her go berserk whenever she gets to 25% HP (which might happen quite often without a healer) and steal HP from enemies at a rate matching her INT or VIT score. If she earns any other job abilities she can potentially become a magical tank of doom with the ability to perma-poison people and terrify her enemies by gruesomely dismembering one of them. Not to mention I get to weild Massive-type weapons AND black magic.

It's gonna be awesome.

Exactly.

McTahr
12-08-2010, 09:52 PM
I am very not opposed to rerolling healer/support. It was my backup option anyway. Just lemme know what the group wants, aye?

Krylo
12-08-2010, 09:55 PM
Well here's what we're looking at currently for groups:


GROUP 1
Mauve Mage: Black Knight
Menarker: Dragoon, Android
IHMN: Blue Mage, Hume
Riin Whitewind: Black Mage, Tarut
McTahr: Gambler Viera
CelesJessa: Thief, Viera

GROUP 2
Arhra: Fighter, Viera
Dracorion: Dragoon, Viera
Overcast: Blue Mage, Hume
POS Industries: Gambler, Moogle
Phil_: Entertainer, Tarut




BardTheFifthLightWarrior: Red Mage Hume


Teal Mage: ?? ??


Don't know what Teal will be yet, and depending on that, is going to alter where Bard goes as the only healer (so far).

If you WERE something other than gambler, I'd probably switch you for Phil so that Phil has the maximum synergestic choices with his party.

McTahr
12-08-2010, 10:00 PM
Well, yeah, we look like the PuG section of WoW here, I'll go ahead and draw up a healing thing. If it turns out I don't need it, oh well. More experience with the system.

Quick question: If a skill/etc. lists two limiting stats, such as Str/Dex, is it the lowest of the two that is used for determining the limit?

phil_
12-08-2010, 11:33 PM
Well then, if McTahr is rolling up a healer and I'll be in Riin's group, I'll change Virtue Minuet to Performance of Lightening. I'll just switch up which song I play per round.

Menarker
12-08-2010, 11:44 PM
Quick question: If a skill/etc. lists two limiting stats, such as Str/Dex, is it the lowest of the two that is used for determining the limit?

I'm pretty sure you use your higher stat.




If we have problems getting healers... we should remember that both teams have blue mages. So, all that is needed for Krylo to do is for both party to encounter a Killer Bee and force it to use Pollen, (Rank 1 blue magic) so those characters can observe and thus learn it (unless the characters have Devour where instead they can just kill the monster and the blue mage eats it.). That technique has AOE healing and magic restoration and would serve well as a good healing technique for quite a while, especially if the group has other caster.

I'm thinking about it.

It's not a completely unreasonable request, though I have to ask exactly why INT would, logically, affect the number of times you could command an animal to attack?

Well, my take on it is since the damage that is dealt by a crystal dragon is MARM damage, and would use the INT stat, it would kinda count as magic which is typically associated with power harnessed from the mind. The INT rating would thus be reflective of mental fortitude. Basically, how often can it perform a powerful and unusual technique that is probably draining.

Or did you mean how a dragoon's intelligence improve the dragon's ability to attack more? I would probably say something about the dragoon's ability to train the dragon and probably their innate connection combined with the above suggestion. I would try to think up other ideas, but kinda pressed with studying.


Even though your 'animal companion' is your wyvern, it's important to note that animal companion abilities both work differently and weren't that well thought out/clearly implemented, and I wish I had thought on them more deeply when doing the changes or we wouldn't have to have this discussion.

But the point being that strange attack isn't meant to be a huge powerful thing, even at low levels. It's meant to just be a little light bit of extra damage that happens now and then to help out.

I wouldn't be adverse to, after say... ten levels or so, throwing it a status effect like seal or stun or something relatively minor that makes sense with a crystal dragon, just to stop it from fading into uselessness, or even tossing it a better damage multiplier eventually, however I don't want it to be doing damage that's comparable to an extra PC.

I'm quite willing to negotiate ways to make the move more acceptable at all stages, such as currently lowering the damage that it can do at this point. What I suggested was basically the simplest possible suggestionof straight out damage with the most basic formula that already had some sort of precendant.
That said, status afflictions are hard to accept unless it's a sure thing, given how later on, most foes are more resistant to being afflicted with status afflictions in general.

Let's say level 10. Just ball parking it there.

Sounds cool. ^^

Start dropping points into synthesis (weapon/armor smithing) and prepare to have a ridiculous quest to get the items necessary, and, of course, spend a point of destiny for each special ability.

I plan to, although almost all (maybe all) the abilities in said weapon are not special ability, so I wouldn't have to spend destiny points for its bonuses. (Although I would sure as hell do so for my Artisan trait to make sure I don't screw up on making it!)

IHateMakingNames
12-08-2010, 11:56 PM
Aw, damn. I was looking forward to double Walking Disaster group with Areit and Kole.

phil_
12-09-2010, 12:12 AM
McTahr can still be a walking disaster as a White Mage, man.

mauve
12-09-2010, 05:11 AM
Let me know if anything looks wrong-- a lot of this stuff I just copied and pasted from the original sign up sheet so some of the numbers might be off.

Name: Elsa Vallas
Age: 28
Race: Hume
Class: Dark Knight
Level: 1

Appearance: Blond hair, athletic build, and tall stature. She wears her hair in an elaborate braided bun despite usually covering it with a helmet.

Background: Elsa lives for the thrill of battle. Almost obsessively so. She seems to be motivated by the single desire to cause as much damage as humanly possible just for the hell of it, and seems to enjoy this pastime immensely. This leads people (fellow Dark Knights included) to believe that she is somewhat insane. Some say she was born that way; others blame the influence of her former teacher, a similarly mentally-unbalanced Dark Knight who ultimately met his end trying to fist-fight a dragon “because it looked at him funny.” If you ask Elsa, she’d respond by punching you.

Quote: "There's a whole wide wonderful world out there, full of things I haven't killed yet. I mean to change that."

Traits: Inhuman Might, Free Spirit.

Additional Notes: Shadow Affiliation: All Dark Knights start the game shifted three points to Shadow.

Stats
HP: 26 (15+ 7 VIT + 4 Job HP Modifier)
MP: 25 (15+ 8 INT + 2 Job MP Modifier)
Accuracy: 5
Evasion: 7
ARM: 7
M.ARM: 2

Strength: 9 (Rating +3) 25 Max
Vitality: 7 (Rating +2) 20 Max (includes +1 VIT from Bone Vest armor)
Dexterity: 3 (Rating +1) 25 Max
Intelligence: 8 (Rating +2) 20 Max
Charisma: 4 (Rating +1) 15 Max

Job Abilities:
Ability 1: Last Resort
Ability 2: Night Sword

Epic Ability: Soul Eater.

Equipment:
Right Hand: Scythe. Tier 1 Massive, (STRx1) +2d6 damage
Left Hand: (Scythe)
Armor: Bone Vest (ARM 7, M.ARM 2, Effect: +1 VIT, Tier 1)
Accessory: (none)

Items:
Gil- 100
Potion (x2)


Skills: 11 (7 job, 4 INT)
Athletics: 3
Awareness: 2
Navigation: 2
Survival: 2
Synthesis (weaponsmithing): 2
Weapons: Massive 4 (free)
Language: Common (free)

Innate Ability: Black Magic.
Spells: Lock (2MP)

Dracorion
12-09-2010, 10:03 AM
I'm taking the liberty of looking over Mauve's sheet because I'm bored.

Mauve:

- In MP, it should say "+8 INT", not Vit. The number is fine.
- Your STR rating is actually 3. This makes your weapon skill 4 and your Accuracy becomes 5.
- Your CHA and DEX ratings are actually 1. This makes your Evasion 7.
- Skills are fine.

You took Night Sword. I approve.

phil_
12-09-2010, 01:08 PM
Drac got it.

McTahr
12-09-2010, 01:25 PM
Tarut White Mage is basically done and such. I'll stamp out the background and any tweaks tonight and post him up for corrections. I was also looking forward to a party of walking disasters, but I think with the party changes I'll wind up in not your party anyway IHMN, so drats.

Krylo
12-09-2010, 02:00 PM
Ok, Mern, here's how I'm gonna lay down the strange attack.

Two options for damage: Option 1, CHA rating. As that you're commanding a beast to attack, and, again, Animal Companion Strange Attack doesn't operate under the same principles as dragoon's innate abilities: Nor should it. In this case the dragon will gain a damage tier every 7 levels, and then at 30.

Option 2, purchase attributes for the dragon. Breath attacks will be, shit I don't care. CHA, INT, or VIT. If you want it to bite or claw someone, then STR. Under this system the dragon will gain a damage tier every five levels.

Tier gaining may be subject to change depending on the dragon's performance.

As for number of attacks, again you're commanding a beast, so number of times = to CHA rating. SEEEMING AS your CHA rating is shit, and I'm ok with it staying shit, because you actually RP a 1 CHA character, I'm willing to grant you two things: You always get at least one attack per day (so 0 rating, you can still use it once on command), and 2, if you have 0 or 1 rating, I will still use the random dice to make it attack for free from time to time.

INT just doesn't make sense for commanding another creature.

McThard:I'm pretty sure you use your higher stat.


Mern is right. It's the highest.

Mauve: I don't have time to check over your stat right now as I am on lunch and going back to work right now. I will be home in like 2 hours (and then shoveling) so probably like... 3-4 hours I'll triple check it.


ANYONE ELSE: I'm sorry I forgot you, repeat any questions/issues and I'll get to them when I get home.

Menarker
12-09-2010, 02:58 PM
Ok, Mern, here's how I'm gonna lay down the strange attack.

Two options for damage: Option 1, CHA rating. As that you're commanding a beast to attack, and, again, Animal Companion Strange Attack doesn't operate under the same principles as dragoon's innate abilities: Nor should it. In this case the dragon will gain a damage tier every 7 levels, and then at 30.

Option 2, purchase attributes for the dragon. Breath attacks will be, shit I don't care. CHA, INT, or VIT. If you want it to bite or claw someone, then STR. Under this system the dragon will gain a damage tier every five levels.

Tier gaining may be subject to change depending on the dragon's performance.

As for number of attacks, again you're commanding a beast, so number of times = to CHA rating. SEEEMING AS your CHA rating is shit, and I'm ok with it staying shit, because you actually RP a 1 CHA character, I'm willing to grant you two things: You always get at least one attack per day (so 0 rating, you can still use it once on command), and 2, if you have 0 or 1 rating, I will still use the random dice to make it attack for free from time to time.

INT just doesn't make sense for commanding another creature.


I still got more questions about how it'll work like whether the damage of the attack is improved if I buy two ranks of attributes instead of one. Aside from other questions regarding animal companion like if I could buy attribute in dex to improve its speed/mobility when I get the chance to ride him as a flying mount or some other sort of aerial combat/travel purpose. But I'll ask them later.

That said, I'm going to switch out Animal Companion for now. I'll still take it and thus maybe Strange Attack (using option 2 if i do) but at a later level. I feel at this early stage, I'll be more supportive of the party at this early stage if I have Lancet to serve as a make-shift healer while also making use of my high INT.

Sorry to pester you. ^^: Thank you for your input.

Also, I was wondering... in regards to Grafts, does the healing skill required to affix a graft have to come from someone else? Or can a person affix a graft themselves without any support with their own healing rank? Is there a penalty for failing like injury or damaged graft? Well... my character is an android, so he'd probably be better at operating on himself than most people... just a tiny bit...

Ark: "Symbiotic Interface graft acquired. Commencing operation."
Bystander: "Whoa whoa whoa! I can understand replacing your own arm. But you're going to perform a brain implant on yourself?"
Ark: "Affirmative"
Bystander: "Opening up your own head, inserting a delicate system chip directly to your brain without being able to see it with your own eyes?"
Ark: "Affirmative."
Bystander: "Without a single bit of support whatsoever?"
Ark: "Negative." *Points to his dragon companion Jugan holding the graft and various surgical tools with a naively enthusastic expression.*



Also, if a graft like a heavy arm is damaged, does the limb itself that uses it also becomes defunct? (Like someone who is using a sword and shield is suddenly without one of those? Which would totally suck) Or is the arm still usable but with all the penalties and none of the bonuses? I'm really hoping on the latter because I would hate being unable to contribute to a battle as a melee character just because a foe succeeds in hitting my graft with its 1 hitpoint and thus destroys the limb in question (and the auto-repair graft takes HOURS to repair it if I was to get it).

On a side note, if I take ranks in synthesis tinkering, is there any chance I could make an improved version of Auto-Repair Graft that can also repair any other graft as a Slow action?

Dracorion
12-09-2010, 03:56 PM
... I just had the most awesome idea.

Massive sword-wielding dragon.

Or a gun-wielding dragon.

Or a bow-and-arrow-wielding dragon for maximum ridiculousness.

... What? They can take skills, you know.

Menarker
12-09-2010, 03:59 PM
Except that Krylo banned weapon and armor skills.

Dracorion
12-09-2010, 04:10 PM
More like they're always at their maximum value available with one's stats.

Which in the case of a dragon would be 2, provided they took 4 STR or whatever.

Menarker
12-09-2010, 04:30 PM
NO WEAPON SKILLS: Characters are assumed to have the maximum skill rating available with their stats with any weapon their class is capable of using. Characters must still take two weapon skill as normal, however, to maintain accuracy when dual wielding. This exception is due to dual wielding's considerable bonuses over single wielding in combat.


Not according to Krylo's house-rule.
Don't think the dragon companion actually counts as a seperate class with its own classification of what weapons it could wield. Nor could it gain a job ability of its own to learn a new weapon class for itself.

Ah well. Guess you could ask the GM himself. I'd doubt it though. Would risk potential abuse if the dragon was able to wield weapons with powerful enchantments.

Dracorion
12-09-2010, 04:39 PM
Oh, calm down, you.

I'm not actually going to give my dragon a weapon skill that'd be silly.

I'm just saying, seeing a bow-wielding dragon would be freaking awesome.

Geminex
12-09-2010, 04:41 PM
1: Play your wyvern normally
2: Have it get heavily injured in combat sometime during midgame
3: Used your android skills to graft mechanical replacements for its missing limbs and organs
4: Bionic dragon! Counts as a mix between animal companion and vehicle.
5: Mount weapons on it, cause you can do that to a vehicle. Also increase its passenger capacity.
6: Bionic Wyvern Gunship
7: Now retroactively bribe Krylo to let you do that.
8: ???
9: I'd say profit, but who the hell needs profit when you've got a bionic wyvern gunship?

Bard The 5th LW
12-09-2010, 04:45 PM
Not feeling well enough to write out the whole thing, but here's the CS sans other details.

---
Name: Raltz Mauslin
Age: 22 (average)
Race: Hume
Class: Red Mage

Appearance:

Bio:Ever since he was young, Raltz has felt unfulfilled. He grew up in a rather large town, and he was well known all around for his good people skills and variety of talents, but it was never enough for him. He was mildly sucessful with physical competitions and feats, but more scholarly pursuits were where his interests lied. He ready many a book, both fictional and not. However, legends and history were what caught his attention the most. The tales of swashbuckling adventurers and heroes were what the young Raltz was most enchanted with. "What am I accomplishing here?" "Will I be remembered for years to come?" As he grew up, these thoughts always haunted him. He wanted to be famous, Immortalized! He would go the route to have bards tell his stories some day. At about the age of 20, he wished his people farewell and good luck and whisked away to fulfill his destiny.

So far, his personal insistence on trying to be good at everything has been both helpful and a hindrance. He's trying to be a jack-of-all trades, but is a master of few. He's got charm though, and he his name has gotten around through the places he's visited. These are just stepping stones to the young adventurer though. He knows he going to be part of something great, and he'll do anything to get there.

Quote: "You know you can't resist me."

Traits: Androgynous, Famous

Stats

HP: 22
MP: 27
ACC: 4
Evasion: 7
ARM: 2
MARM: 7

Strength: 6 (7 with Temple Cloth)
Vitality: 4
Dexterity: 4
Intelligence: 9
Charisma: 7

Job Abilities:
Favored Spell (Cure)
Steal Heart

Equipment
Right Hand: Sword Tier 1, (STR x 1) +1d6 damage
Left Hand: none
Armor: Temple Cloth, 2 ARM, 7 M.ARM, +1 STR

Items
3x Potion
1xRevify
2xPotions
Gil: 100

Skills

Healing: 1
Perform:3
Language: 1 (ancient)
Speech: 3
lore: 1(history)
Awareness: 3
Navigation:2

Language: (*freebie* Common)
Sword: 4 (freebie)
Staff: 4 (freebie)
Knives: 4

Spells
1 Cure (5 MP)

mauve
12-09-2010, 05:21 PM
I'm taking the liberty of looking over Mauve's sheet because I'm bored.

Mauve:

- In MP, it should say "+8 INT", not Vit. The number is fine.
- Your STR rating is actually 3. This makes your weapon skill 4 and your Accuracy becomes 5.
- Your CHA and DEX ratings are actually 1. This makes your Evasion 7.
- Skills are fine.
Thanks! Changes have been made.

You took Night Sword. I approve.

Enemy-killin', HP-stealin' funtimes are go!

Krylo
12-09-2010, 05:45 PM
... I just had the most awesome idea.

Massive sword-wielding dragon.

Or a gun-wielding dragon.

Or a bow-and-arrow-wielding dragon for maximum ridiculousness.

... What? They can take skills, you know.That's stupid, and you're stupid for saying it.

1: Play your wyvern normally
2: Have it get heavily injured in combat sometime during midgame
3: Used your android skills to graft mechanical replacements for its missing limbs and organs
4: Bionic dragon! Counts as a mix between animal companion and vehicle.
5: Mount weapons on it, cause you can do that to a vehicle. Also increase its passenger capacity.
6: Bionic Wyvern Gunship
7: Now retroactively bribe Krylo to let you do that.
8: ???
9: I'd say profit, but who the hell needs profit when you've got a bionic wyvern gunship?I hate you and everything you stand for.


I still got more questions about how it'll work like whether the damage of the attack is improved if I buy two ranks of attributes instead of one.If you have more of the attribute on your pet, then you will do more damage.

Aside from other questions regarding animal companion like if I could buy attribute in dex to improve its speed/mobility when I get the chance to ride him as a flying mount or some other sort of aerial combat/travel purpose. But I'll ask them later.Kind of.

It wouldn't affect riding checks to avoid/get away from things, but there may be times when you'd want it to make a dex stat check at some point and that would be what it's for.

Also, I was wondering... in regards to Grafts, does the healing skill required to affix a graft have to come from someone else? Or can a person affix a graft themselves without any support with their own healing rank? Is there a penalty for failing like injury or damaged graft? Well... my character is an android, so he'd probably be better at operating on himself than most people... just a tiny bit...

Ark: "Symbiotic Interface graft acquired. Commencing operation."
Bystander: "Whoa whoa whoa! I can understand replacing your own arm. But you're going to perform a brain implant on yourself?"
Ark: "Affirmative"
Bystander: "Opening up your own head, inserting a delicate system chip directly to your brain without being able to see it with your own eyes?"
Ark: "Affirmative."
Bystander: "Without a single bit of support whatsoever?"
Ark: "Negative." *Points to his dragon companion Jugan holding the graft and various surgical tools with a naively enthusastic expression.*As you illustrated, it would depend on the graft. And doing it yourself would come at some kind of penalty beyond the normal difficulty.



Also, if a graft like a heavy arm is damaged, does the limb itself that uses it also becomes defunct? (Like someone who is using a sword and shield is suddenly without one of those? Which would totally suck) Or is the arm still usable but with all the penalties and none of the bonuses? I'm really hoping on the latter because I would hate being unable to contribute to a battle as a melee character just because a foe succeeds in hitting my graft with its 1 hitpoint and thus destroys the limb in question (and the auto-repair graft takes HOURS to repair it if I was to get it).No bonuses, all bad things. Arm still works. Mostly because the whole 1 hp on a graft thing vis a vis cheap bullshit.


On a side note, if I take ranks in synthesis tinkering, is there any chance I could make an improved version of Auto-Repair Graft that can also repair any other graft as a Slow action?Points, quest, parts, blah blah blah.



MAUVE: Your character is A-OK now.

BARD: checking now.

EDIT: ARM and M. ARM should be 2/7 not 6/10. Where'd 6/10 come from? Left over from old sheet? Did you upgrade your armor?

And Favored Spell is a shared job ability, not a trait. So you have only one trait and three job abilities.

Teal Mage
12-09-2010, 05:48 PM
Right, I got sick yesterday so I didn't have a chance to post this, but apparently everyone else missed it?

Bard, Favoured Spell (Cure) is a Shared Job Ability, not a Trait.

Since I should probably say what classes I'm leaning toward while I'm here, either Red or White Mage to do some healing/support stuff.

Unless I can't think of a character I like. In which case I'll just post a drop out - I'd say I'll know by Friday at the latest.

Krylo
12-09-2010, 05:52 PM
Right, I got sick yesterday so I didn't have a chance to post this, but apparently everyone else missed it?

Bard, Favoured Spell (Cure) is a Shared Job Ability, not a Trait.I just hadn't looked at his sheet that closely, yet. You beat my edit by 2 minutes.

Unless I can't think of a character I like. In which case I'll just post a drop out - I'd say I'll know by Friday at the latest.

SPEAKING OF:

Who is going to have trouble posting during christmas week? I'll be cool, but with the way sign ups are coming we're looking at probably mid-next week to start, HOWEVER, if there will people who will have trouble posting during christmas (enough that I can't figure excuses for them to pop in late), we can wait until 27/28th to start.

Whatever. I'm flexible.

Geminex
12-09-2010, 05:56 PM
Hmm... if you wait until after christmas, I'll be in this from the start. My RESPONSIBILITIES should be fullfilled by then. Don't wait for me, though. I can jump in whenever it's good for you guys.

Edit:
I hate you and everything you stand for.
And is that a yes?
:dance:

Krylo
12-09-2010, 06:09 PM
And is that a yes?
:dance:

It's a fuck you. Fuck you and the horse you rode in on.

Also: No.

Dracorion
12-09-2010, 06:10 PM
Well, I'm going on vacation starting on the 15th but I should still be able to keep up with everything and post in a timely manner.

That's stupid, and you're stupid for saying it.

I love you too, KryKry.

Anyway, editted my sheet, hopefully for the last time.

Ditched Riding and put that point into Athletics. Rearranged Animal Companion so my dragon has Flying, Large, Strange Attack and two points of Dex.

Bard The 5th LW
12-09-2010, 06:15 PM
I'll get to fixing that.

I'll probably be off for the 23rd and 24th.

Menarker
12-09-2010, 06:19 PM
Since I should probably say what classes I'm leaning toward while I'm here, either Red or White Mage to do some healing/support stuff.



Just to let you know, I intend to put quite a few ranks in synthesis armormaking which includes shields, so if you do plan to go White Mage, it might be worth taking Shieldbearer so you can have extra protection. I can then help make you shields provided I get the required money/ingredients. (Which is of course, assuming you get put on my team.)


Krylo, for anything major I hope to do in the future that might require questing, ingredients and all that sort of thing, should I send you a PM so you have ample time to decide what sort of quest requirements it should have?


On a completely unrelated note, I find it funny how both teams have a Tarut and both teams have a blue mage. The potential joke being how the entire Tarut race believe blue magic to be an abomination. =P I see lots of conflict on the way for our blue mages!

mauve
12-09-2010, 06:35 PM
I'm working Christmas weekend, but I should still be able to post.

Overcast
12-09-2010, 06:44 PM
Swell I believe. As long as I have internet I should be capable.

phil_
12-09-2010, 07:07 PM
As long as I don't blow a tire in the snow and get stuck at my Dad's house for three days like last year, I ought to be able to play. Heck, I can probably make posts from work, at least during the week. This weekend's gonna be hell, though.

Also, we have, like, three Tarut this time. No elves, though. But who cares about elves, Tarut!

Dracorion
12-09-2010, 07:12 PM
One Moogle, one Android, two Taruts, four Humes, four Viera. The Galka and Elvaan are entirely unrepresented.

Going by phil's list. (http://www.nuklearforums.com/showpost.php?p=1092148&postcount=48)

We be fucking racist, man.

Overcast
12-09-2010, 08:08 PM
Elves are pricks and Galka are mysterious. Let em be other people. We be betta.

McTahr
12-09-2010, 08:49 PM
And then there were heals.

Name: Fie Alaect (Fye All-ay-Ect)
Age: 8
Race: Tarut
Gender: Male
Class: White Mage

Background: Fie originally wanted to be a black mage, and ultimately hoped to rise into prowess as a famed battlemage in defense of his home country. But alas, it was not meant to be, for during the academy initiation trials it was discovered that Fie has the peculiar luck associated with the kind of people who destroy ancient academy heirlooms just by brushing up against them. Needless to say, he quickly received the boot and was shipped over to the white mages academy, presumably to keep him out of trouble.

Appearance: Fie still wears the large, pointed, broad-brimmed hat associated with black mages, but due to his actual profession, his is a plain white affair with red notches in the brim, to match his robes. Short for a male tarut, he often finds it hard to find proper clothing, and therefore hems off most of his own garments himself, adding small embellishments to them as he goes. His current robe has crescent moons sewn into each of the red spikes of the pattern so common to white mages. His red hair and blue eyes only serve to further destroy any sort of color coordination his outfit might have once had. He doesn't particularly mind, but I wouldn't point it out if I were you.

Quote: "Wait wait wait, just a white mage?"

Traits: Artisan
Walking Disaster

Stats
HP: 20
MP: 32
Accuracy: 5
Evasion: 7
ARM: 1
M.ARM: 5

Strength: 1 (+0 Rating)
Vitality: 3 (+1 Rating)
Dexterity: 3 (+1 Rating)
Intelligence: 12 (+4 Rating)
Charisma: 11 (+3 Rating)

Job Abilities:
Ability 1: Divine Seal (Am I right in assuming that by "passive", you mean this now basically works like Devotion, but for heals?)
Ability 2: Devotion

Equipment:
Right Hand: Tier 1 Staff
Left Hand:
Armor: Cotton Robe
Accessory:

Items
Craftsman's Tools (Tailoring)
Old Burned Magical Text (Costless sentimental/heirloom type item. Grants no bonus, etc., purely flavor. Unreadable, mostly charred.)
Gil: 100

Skills:
Healing: 3
Language: Ancient, Galkan, Tarutaru, Common
Lore (History): 2
Lore (Monsters): 2
Synthesis (Tailoring): 4

Freebies:
Stealth: 1
Weapon: Staves 5
Armor: Light 5

Spells:
Cure I (5 MP)
Target: Single
Type: Recovery
Reflectable: Yes
Small, glittering particles of light twinkle down upon the target, filling their lungs and bathing their wounds in white. Cure I restores (INT x 2) + 1d6 points of HP to any conscious target.

Aero (3 MP)
Target: Single
Type: Elemental (Wind)
Reflectable: Yes
Gale-force winds slam into the target, the first of a very unique set of offensive White Magic spells. Aero inflicts (INT x 2) + 1d6 points of Wind damage to the target.

phil_
12-09-2010, 09:13 PM
You forgot your free sneaking, but otherwise it's all right. +1 Stealth is all you need under Freebies. Also, I'm the oldest. Bow to my age and wisdom.

Riin Whitewind
12-09-2010, 11:05 PM
High five for the red-haired, blue-eyed Tarut club.


E: Also, the only days I can't post would be Christmas Eve and New Year's. Everything else is shiny.

CelesJessa
12-10-2010, 01:17 AM
I should be relatively good to go whenever. I might be slow from time to time because of finals and Chrismas, but I'm not going away on vacation or anything.

McTahr
12-10-2010, 01:26 AM
High five indeed. I'm also in the still-have-walking-disaster club, because that just looks way too fun to pass up, even if I will probably get switched out of IHMN's group by default.

Thanks, phil_, got the change made.

Also, I'm pretty much game to go whenever. I've got a major final or two on Monday, but aside from that I've got a little leeway to goof around.

mauve
12-10-2010, 03:40 AM
I'm on vacation from tomorrow (Dec 10) to Dec 12 or 13, but I'll have limited internet access so I'll at least be able to view the forums and post text (but no images) during that time.

Geminex
12-10-2010, 08:43 AM
Okay, weekend! I've still got stuff to do, but I'm hoping I can role-play a little, at least.

I was gonna ask how much min-maxing is permissible and/or wise, but the stats I was planning on look exactly like McTahr's, so if those're allright, I'm assuming mine are as well.

Hey, Krylo...
What would be required for my character to gain access to summoning magic?

Edit:
And the book is ambigous:
When putting points into language, does each point give me access to a new language? Or does each language count as a separate language skill? I think it's the former, but I'm not sure.

Riin Whitewind
12-10-2010, 09:05 AM
WHITE MAGE:
Summoner: Is not an ability that can be taken. If anyone were to become a summoner it would also not be limited to white mages, and would be gained through RP via meeting and impressing an esper. I'm not promising anything, though.


It was listed under the errata for the White Mage class in the opening post/text attachment.

For languages, each point gets you a new language.

Geminex
12-10-2010, 09:12 AM
Yeah, I read that, otherwise I wouldn't be asking. I'm playing a red mage, standard rules are white mages only. Thanks, though!

What he wrote is kinda vague, though. Particularly the bit about 'not promising anything'. I'd certainly be willing to work for it, but before I start putting points into esper lore, I wanna know if he's willing to let a red mage achieve gain access to summoning magic at all.

Plus, 'meeting and impressing an esper' would probably only be enough to let me summon that esper. I'm curious what it would take to gain access to summoning magic at all, what kinds of quests, of trials, what I'd have to sacrifice. Cause I'm sure that there'd be some sort of sacrifice.

Edit:
As for the languages, yeah, that's what I thought. But what about this bit:
at lower levels, fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer.?
It seems kinda weird that, as I learn more languages, I also get better at the ones I know. Particularly if I have 4 or 5 points in the skill, it'd get quite powerful, since by investing another point I'll not only become pretty proficient in a new language, but also more proficient in the ones I already know.

I mean, if that's the way it is, I'm happy. It just seemed strange.

McTahr
12-10-2010, 09:44 AM
I was gonna ask how much min-maxing is permissible and/or wise, but the stats I was planning on look exactly like McTahr's, so if those're allright, I'm assuming mine are as well.

I assume that the standard "fit the character" rule applies. Fie wanted to be a black mage originally, hence capped INT right off the bat. Studious character, so low physical stats.

And honestly the high CHA is partially just because I couldn't do anything else with the stats that was remotely logical. Though, he's got the ambition and drive of a black mage with a bit of the forced humility of the white mage, so it's a decent setup for a likeable personality, for the most part.

(And technically, by this, I mean the stats fit the character, not the character fits the stats. Shoehorning backgrounds into stat grids is sometimes frowned upon. Dunno specifically about here.)

Geminex
12-10-2010, 10:00 AM
I was going for a scholar as well, possibly mild nobility, or maybe an apprentice to a high-ranking scholar, who's basically lived a fairly sheltered life, but who's really eager for new experiences and knowlege. Part of those new experiences is that he takes an intense interest in those around him, and as such is more capable of interacting with them successfully. Hence the high charisma.

Of course, that leaves him with little physical ability, but that's natural. Plus, as they adventure and he moves away from the whole 'sheltered existence' thing, I'll be putting more points into vit and maybe str as well. Which really makes more sense than a scholar starting with 6 vit in the first place.

That's mildly shoehorned, but that's because the first thing I came up with for this character was his function, what I wanted to play. A diplomat, a scholar, a mage. Then came the backstory and stats to fit that.

Anyway, hope that's allright.

Edit:
Oh, and is the 'disguise' skill included in 'perform' as well? Or is that still separate?

McTahr
12-10-2010, 10:05 AM
That's mildly shoehorned, but that's because the first thing I came up with for this character was his function, what I wanted to play. A diplomat, a scholar, a mage. Then came the backstory and stats to fit that.

Well, no, that's ideal right there. Start with concept, form character and background, then stats. And you veered the stat growth to fairly accurately portray the character and his potential future as an adventurer. I can't personally see anything wrong from it aside from say:
fairly sheltered life ... high charisma

People without people practice generally aren't people people. But quite honestly this is me nitpicking at this point just because you brought it up in the first place, so probably best to ignore me. (I can't remember if you've posted your character sheet but training in the healing arts generally requires working with people anyway, so a Red Mage might have at least a little? Especially if you have points in the skill Healing. But seriously I'll stop now.)

Overcast
12-10-2010, 10:06 AM
It seems kinda weird that, as I learn more languages, I also get better at the ones I know. Particularly if I have 4 or 5 points in the skill, it'd get quite powerful, since by investing another point I'll not only become pretty proficient in a new language, but also more proficient in the ones I already know.

I mean, if that's the way it is, I'm happy. It just seemed strange.

Think about it as someone who studies phoenetics, as they further understand the differences between languages and how one speaks he is further skilled in using language as a whole to his advantage. And probably able to pick up distinct differences in speech easier than someone who just knows their native tongues.

I had the view of a more distant genius than a scholar. He understands what he cares about, which is mostly just monsters and cooking. The former has led him, along with blue magery, down a life path that has made him strange, and by extension not too charismatic. More familiar with a skillet and the wilds the monsters inhabit than regular society.

Geminex
12-10-2010, 10:12 AM
Your character should write a book. 'Mystical beasts and how to prepare them'. He can get cross-dimensional advice from Gorma.

And yah, I totally know what you mean about the languages. I'm fluent in 2, and it made learning a third that much easier. It just seemed sorta strange gameplay-wise, that its power would scale exponentially like that...

But hey, not complaining! XD

Hmm...
Do the first 2 languages you know count as ranks in Language as well? Would a tarut who knows common and taruta have a language skill of 2?

Krylo
12-10-2010, 10:16 AM
When putting points into language, does each point give me access to a new language? Or does each language count as a separate language skill? I think it's the former, but I'm not sure.As for the languages, yeah, that's what I thought. But what about this bit:
?
It seems kinda weird that, as I learn more languages, I also get better at the ones I know. Particularly if I have 4 or 5 points in the skill, it'd get quite powerful, since by investing another point I'll not only become pretty proficient in a new language, but also more proficient in the ones I already know.

Book, poorly written, blah blah blah, but yes, the former is what it does. I saw no real reason to change it. How well you speak common past being generally fluent (which one point gets you) will probably never actually be an issue.


What he wrote is kinda vague, though. Particularly the bit about 'not promising anything'. I'd certainly be willing to work for it, but before I start putting points into esper lore, I wanna know if he's willing to let a red mage achieve gain access to summoning magic at all.

Plus, 'meeting and impressing an esper' would probably only be enough to let me summon that esper. I'm curious what it would take to gain access to summoning magic at all, what kinds of quests, of trials, what I'd have to sacrifice. Cause I'm sure that there'd be some sort of sacrifice.The sacrifice would be implicit in impressing the Esper.

Some might just need you to beat them in combat, some might require you to willingly sacrifice of yourself with no hint that doing so at this particular time will actually impress them, some might require you to have maximum affiliation one way or the other when you meet them, some might require you to swear fealty to a cause, some might assume that you're worth following because of a cause you already fight for.

You'll just have to hope that I decide to include espers in the game, and you get to meet one and do whatever is necessary to make that specific esper agree to be bound to a contract with you.

But that's really all there is to it.

Do the first 2 languages you know count as ranks in Language as well? Would a tarut who knows common and taruta have a language skill of 2?Yes. That's how people have put it on their sheets so far.

Overcast
12-10-2010, 10:23 AM
Except me. Because I thought having Common free meant I could put one point in languages and get monster.

One sec. Fixed.

Krylo
12-10-2010, 10:46 AM
OK, stat wise: Divine Seal (Am I right in assuming that by "passive", you mean this now basically works like Devotion, but for heals?)


Yes. And your character is fine.

Bard: Still have three job abilities and one trait. Not nagging you to fix it super fast, just putting this here for book keeping because of a change to the first post.

Edit@OC: You're using 11 skill points. You have 12.

Character Wise: Before I was just looking at stats and OKing/Denying. Now I am looking at backgrounds etc. for the same purpose.


CJ: I'm going to assume your Viera was one of the rare city raised Viera as opposed to a jungle Viera. Which is fine, it's just a point of clarification.

Drac: I'm unsure the tribeswomen would even deign to accept his challenges. Not a big issue just a minor nitpick in addition to the other issue that you really should have something about having escaped as opposed to just rolled on out of there like a motherfucker. Viera are very protective of their man meat. Given they are such a low quantity of the population. I guess it doesn't really need to be spelled out in the background, I just want you to make sure you are aware of it before I OK your back story.

Mern/Bard: You don't have one.


FIRST POST:

Now contains a list of all characters (ganked from Phil). Asterisks mean your character is good to go, dashes mean there is an issue with your character, and the dash acts as a link to said issue. Nothing behind it means your character either isn't posted yet or hasn't been looked at by me yet.

Geminex
12-10-2010, 10:46 AM
Some might just need you to beat them in combat, some might require you to willingly sacrifice of yourself with no hint that doing so at this particular time will actually impress them, some might require you to have maximum affiliation one way or the other when you meet them, some might require you to swear fealty to a cause, some might assume that you're worth following because of a cause you already fight for.
Kaaaay.

You'll just have to hope that I decide to include espers in the game, and you get to meet one and do whatever is necessary to make that specific esper agree to be bound to a contract with you.
Blaaaarghahwell, I guess that's that. Hope I shall. Also, bribe you with sexual favors, but that goes without saying.

People without people practice generally aren't people people.
Hmm... I won't ignore you, cause it's a valid point. But part of that can be natural charm, and, like I said, he'll be taking a great interest in how those around him act and react. He won't study them as he would a book, but he'll learn and he'll understand them quickly enough to interact with them very successfully. He'll already be on his way to doing so, and when I increase his charisma, I'll illustrate that IC by his understanding of others deepening. Whether he will use this for good or evil remains to be seen.

Krylo, did you see the question I posted about disguise?

Other than that, I think I have all the info I need. I'm still undecided on traits, but I'll think of something. I'll start on the sheet now.

Krylo
12-10-2010, 10:53 AM
Krylo, did you see the question I posted about disguise?

I saw it, and then forgot to respond.

The answer is: Nope.

Overcast
12-10-2010, 10:57 AM
Okay, so that first language point is free, and I just needed to add one then?

I thought I had to subtract from elsewhere to make a perfect 12, quick fix.

Krylo
12-10-2010, 10:58 AM
Yeah, it's 1 (for humes) or 2 (for everyone else) free ranks in language.

Menarker
12-10-2010, 11:15 AM
My character background will be delayed for a few days since I'm studying for finals. You can probably expect it no earlier than Monday.

Dracorion
12-10-2010, 11:51 AM
Drac: I'm unsure the tribeswomen would even deign to accept his challenges. Not a big issue just a minor nitpick in addition to the other issue that you really should have something about having escaped as opposed to just rolled on out of there like a motherfucker. Viera are very protective of their man meat. Given they are such a low quantity of the population. I guess it doesn't really need to be spelled out in the background, I just want you to make sure you are aware of it before I OK your back story.

Not even if he really is a motherfucker?

No, yeah, I kinda figured. So yes, I'm aware. And I fixed it so that Viera never accepted his duels.

Also, removed his Outsider trait because I realized it didn't really go with charisma. Put Charming instead, though I was so very tempted to take Walking Disaster.

Sifright
12-10-2010, 12:02 PM
Hey is there still space open I wouldn't mind joining.

Overcast
12-10-2010, 12:12 PM
Sorry dude, we're full right now unless a third team comes into play.

Geminex
12-10-2010, 12:26 PM
Name: Docus
Age: 9
Race: Tarut
Class: Red Mage
Appearance:

Background:

Traits:
Studious

Stats
HP: 21
MP: 32
Accuracy: 6
Evasion: 7 (+1 from armor)
ARM: 4
M.ARM: 4

Strength: 1
Vitality: 3
Dexterity: 3
Intelligence: 12
Charisma: 11

Job Abilities:
Ability 1: Steal heart
Ability 2: Mediator

Equipment
Right Hand: Tier 1 staff, imbued with Spell effect:
Left Hand: (Staff is 2-handed, right?)
Armor: Nomad's armor
Accessory: -

Items:
Craftsman's tools (tinkering)
Gil: 0

Skills:
Speech: 4

Languages: 3 (2 freebies)
- Common
- Tarutaru
- Monster

Awareness: 3

Lore: General: 2
Lore: History: 1
Lore: Espers: 1

Synthesis: Tinkering: 2


Freebies:
Staves: 5
Swords: 1
Daggers: 1

Light armor: 5
Medium armor: 1

Stealth: 1

Spells:


Okay, here's part 1, aka "The boring stuff".
I spread his skill points around quite a bit to reflect the fact that he studies and takes an interest in everything without discriminating.

The info on tarut is that they hate sythesising anything metal, but that doesn't include trinkets, does it?

Anyway, that's part 1, I'll fill in the remaining info soon.

First, which party would docus be a member of? I'll probably choose my first spell according to what we need. On the one hand, I'd like to have some way of dealing damage, on the other hand, cure would probably be more valuable than, say, Fire.

Second, Krylo, I'd like to get an analogue to the 'notorious' trait. I'd get it as it is, but it wouldn't really make on my character. Could I get something like, I dunno, 'Eloquent' or 'Orator' instead? Basically, his skill with language allowing him to be more persuasive. I'd role-play it of course. Involuntarily.

Third, is there such a thing as a University in Ivalice, or some sort of analogue? Cause if there was, that'd be more or less an ideal place for my character to originate from.

phil_
12-10-2010, 12:54 PM
You seem to have spent only 14 of 15 skill points. The rules say you can save up points, just wanted to see if that's what you're doing.

Dracorion
12-10-2010, 02:41 PM
Man, Geminex. I totally did not see your character coming. Like at all.

I am just as surprised as everyone else. Extremely.

<3< :dance:

CelesJessa
12-10-2010, 02:59 PM
CJ: I'm going to assume your Viera was one of the rare city raised Viera as opposed to a jungle Viera. Which is fine, it's just a point of clarification.

Yes, or maybe... actually now that I think about it I might go back and fix her background, if that's okay? Sorry finals are killing my brain. If not I'll go with the city thing.

IHateMakingNames
12-10-2010, 03:31 PM
If the healing thing is still an issue, I could give Kole Pollen instead of Explosion. It would give whatever group he is in some healing, and it would give him an actually usable spells. I only gave him Explosion since it fit with his story, and under the hope that Krylo would give me some spells early on so he can do magical things. Even after being able to cast Explosion, he'll still be out of MP and HP per battle (At best).

Geminex
12-10-2010, 03:46 PM
Man, Geminex. I totally did not see your character coming. Like at all.

I am just as surprised as everyone else. Extremely.

<3< :dance:

Oh come on. My last 3 RP characters have been a manipulative, kinda-sorta insane bigot, an emotionless assassin and an superlibrarian with an OCD. This one's a charismatic scholar mage. How is that anything like my previous characters?

Other than the fact that they always seem to be three times as intelligent as your various characters, but honestly, me being more intelligent that you is less "getting typecast" and more "immutable fact of existence".

And Phil, no, I just forgot that one remaining point. Hm... I'll see how I allocate it.

Krylo
12-10-2010, 04:38 PM
Yes, or maybe... actually now that I think about it I might go back and fix her background, if that's okay? Sorry finals are killing my brain. If not I'll go with the city thing.

S'cool, Bro.

Gem: Your EVA with your armor is 8. 6 Red Mage, 1 Dex, One Nomad shit. I don't know if the plus one was like 'add one' or like 'I have this because I added one'.

And yeah, there's the one skill point left to spend but whateeeeevs.

And the lack of a background, obvs. SPEAKING OF:

The info on tarut is that they hate sythesising anything metal, but that doesn't include trinkets, does it? It's a cultural taboo. I don't care if you break cultural taboos.

First, which party would docus be a member of? I'll probably choose my first spell according to what we need. On the one hand, I'd like to have some way of dealing damage, on the other hand, cure would probably be more valuable than, say, Fire.Theeeere's already a white mage and a red mage with cure. And I don't know what Teal's doing, but I SUSPECT healer.

As such it doesn't really matter and I haven't figured out groups fully yet. Pick what you want and I'll balance the groups according to ability after the fact.

Second, Krylo, I'd like to get an analogue to the 'notorious' trait. I'd get it as it is, but it wouldn't really make on my character. Could I get something like, I dunno, 'Eloquent' or 'Orator' instead? Basically, his skill with language allowing him to be more persuasive. I'd role-play it of course. Involuntarily.Fuck it. Sure. Why not?

Third, is there such a thing as a University in Ivalice, or some sort of analogue? Cause if there was, that'd be more or less an ideal place for my character to originate from.I'm sure there is a college/university level institution somewhere.

Probably more than one.

Probably in major cities.

Teal Mage
12-11-2010, 02:15 AM
Theeeere's already a white mage and a red mage with cure. And I don't know what Teal's doing, but I SUSPECT healer.

You aren't totally wrong!

And this took me far too long to settle on.

I condensed the background a lot, but it seemed like the best move since I just wanted an overview. Character doesn't look Androgynous normally, but I wanted to leave a note about it just in case the game forced her appearance to change/her character develops so her appearance changes. Also want to apologize to POS, just in case I'm stepping on his toes. I looked at Prasad's old sheet and didn't see any notations of a vehicle, so I thought it was fair game.

Anyway, usual deal. Look the bio over, rip it apart, etc.

Name: Arden Whitemoon
Age: 19
Race: Hume
Class: White Mage
Appearance: Standing at 5'8 with a slim and athletic build, Arden has shoulder length silver hair, vivid green eyes, fair – lightly tanned – skin and a face pretty enough to turn heads. Alas, her chest is far less impressive; she’s flat as an ironing board. In fact, if she dressed in less revealing clothes and cut her hair short, she could pass for a young – feminine – man. Her normal style is a far cry from Androgynous, however.

Current Outfit: What used to be the robes of a low ranking White Mage, now modified at Arden’s request. Normally, it’s a sleeveless white tank top that completely covers her breasts - though lies tight enough against her chest that there’s little point. Her sun darkened arms, stomach and shoulders remain entirely exposed. The back of the tank top hangs looser, extending half way down her back, with a seldom used, red trimmed, hood hanging behind her head. At her waist, what appears to be the extra material from the robe has been tied around her waist creating a loose approximation of a skirt (http://www.yougoglencoco.com/wp-content/uploads/2010/09/CHARLOTTE-RONSON-sweater-around-waist.jpg). Beneath that, she wears a pair of black felt pants; destined to billow in the wind, over a pair of ankle high, silver buckled, boots. If there’s a need, she can modify the robe back into a more traditional white form; only then are the red bordered shelves visible.

Background: The niece of a travelling merchant and sometimes Sky Pirate, Arden spent her early childhood enrolled (by her parents) in an Academy for White Mages. At twelve, she gave up on being an official White Mage and stowed away on her Uncle’s airship during one of his visits. Her next six years of life were spent on the ship, apprenticing under her Uncle and his crew. Looking back, she’d tell you those were the best years of her life.

Arden was staying in Rios during one of her Uncle’s more dangerous – and probably illegal – business ventures, when she got word that her Uncle’s ship had gone down. While most of his assets went to his immediate children and widow, she was left a small warehouse in the city, and an old – broken down – Airship. Since then, Arden joined the Adventurer’s Guild to make the money she needs to repair it and is, slowly, studying some old reference books on how to do it herself.

Traits:
Free Spirit - A White Mage trained by pirates? Not hard to guess why this is here. For a point of Destiny, Arden can act in a way completely contrary to her current alignment without causing it to shift. Assassinations are fun!
Pretender – Of the many skills she learned on her Uncle’s ship, one was acting. She’s very good at pretending she’s something she’s not – even better if she has the right clothes. For a point of Destiny, add a d6 to your roll when pretending to be someone else.

Stats:
HP: 20
MP: 25
Accuracy: 3
Evasion: 8
ARM: 1
M.ARM: 5

Strength: 5
Vitality: 3
Dexterity: 8
Intelligence: 7
Charisma: 7

Job Abilities:
Ability 1: Weapon Training - Gun
Ability 2: Special Vehicle – Old Airship (Large*4, Armored , Unorthodox Travel)
Unorthodox Travel: Anti-Weather Generator - A strange device that projects a Shell-Like Barrier over the Airship, protecting it from dangerous weather conditions like Lightning, Strong Winds (not Tornadoes) and Heavy Rains. Ethers, or a Mage, are required to fuel the barrier. In a pinch, the Anti-Weather Generator can be used to protect the Airship from weapons or allow it to fly through a volcanic eruption, though at a heavy drain to the Ether or Mage powering it. Weapons launched from inside the barrier will be blocked, in the same way that weapons fired outside the barrier will be. The shield may cut out, as per rule of the dramatic, when used for something it isn't designed for. Systems Checks may be involved to keep the Shield running.

Equipment:
Right Hand: Gun Tier 1, (Dex x1) +1d6 damage
Ammunition: Bronze Bullets
Left Hand: N/A
Armor: Cotton Robe
Accessory: N/A

Items:
Ether, x1
Revivify, x1
Gil: 100

Skills:
Athletics: 2
Awareness: 1
Disguise: 2
Lore (General): 1
Performance: 2
Speech: 2
Synth. Machines: 1

Skills (Free):
Gun: 3
Language: Common

Spells:
Cure I (5 MP)
Target: Single
Type: Recovery
Reflectable: Yes
Small, glittering particles of light twinkle down upon the target, filling their lungs and bathing their wounds in white. Cure I restores (Int*1) + 1d6 points of HP to a conscious target.


Restore (5 MP)
Target: Single
Type: Recovery
Reflectable: No
Though White Magic cannot bring the dead back to life – nor would such an act be allowed – it can grant lasting health and wellness. By casting Restore, the user may cure small-scale sickness, purify water, bring wilting flowers to a lovely bloom, help crops grow, grant the dying a quiet, peaceful repose free of pain, or any number of similar tasks.

phil_
12-11-2010, 02:53 AM
Drunk as butt. Will check tomorrow. Have to wake up early anyway.

Dracorion
12-11-2010, 11:24 AM
Might as well be me that looks over Teal. Not a hard one anyway.

Teal,

- Looking over the document, I'm given the impression that when you take Unorthodox Travel, you're supposed to pick one type of terrain and your vehicle will work on that terrain where normal vehicles wouldn't. So basically, pick something that your busted airship can travel on. For all the good it'd do.
- Everything else looks fine, though since I'm not very clear on vehicles in this game, it's probably a good idea for Krylo or someone who knows to check it out.
- Gunslingin' White Mage. I approve.

Krylo
12-11-2010, 01:10 PM
Teal's got no problems other than the ambiguity on what unorthodox travel allows the airship to ignore (my money's on lava), but that's really a non-issue until Teal also has the synthesis machines skill and money to repair it.

Thus: STAMP OF APPROVAL (pending Phil's double check, but I don't THINK I missed anything)


EDIT: Still need backgrounds from Mern, Bard, and Gem. And I believe CJ was gonna rewrite hers, so that, and just an acknowledgment from Drac of his 1920's house wife status back home.

Dracorion
12-11-2010, 02:57 PM
and just an acknowledgment from Drac of his 1920's house wife status back home.

You mean this? (http://www.nuklearforums.com/showpost.php?p=1092757&postcount=154)

Yeah, I'm aware that Viera never would've deigned to accept his challenges, and fixed it in the background, and that his escape wasn't quite so simple as walking out the front door.

Geminex
12-11-2010, 03:51 PM
EDIT: Still need backgrounds from Mern, Bard, and Gem. And I believe CJ was gonna rewrite hers, so that, and just an acknowledgment from Drac of his 1920's house wife status back home.



Excessively wordy, I ramble a bit. TL;DR and a few comments at bottom.
----
Name: Docus
Age: 8
Race: Tarut
Class: Red Mage

Appearance:
Docus is small, even by the standards of Tarutaru, exacerbated by his slightly hunched posture. His body and face are fairly lean, making him look less child-like than Taru usually appear, though it also makes him appear quite sickly and fragile. His skin is pale, and medium black hair frames a face dominated by two piercing blue eyes, which, as opposed to the rest of his body, spew with life and curiosity. His facial features are standard, and usually either arranged in a frown of concentration or a smile of understanding. He wears a red mage's hat, complete with an exotic, multicolored feather, but prefers the green of the tarut diplomats over red. His garments are usually cut to be long and flowing, but he lets practicality dictate his style.

Background:
Born the son of a Tarut diplomat to Rios, Sento Dicit, Docus grew up in an embassy there. He studied at local schools and universities, learning what he could from his father and the embassy's libraries. Docus always shared a close relationship with his father, respecting him, and, above all, learning from him. Dozens of small lessons and facts of life were taught day in, day out, and Docus gained a wealth of not just knowlege, but wisdom. And the one lesson that crystallized most clearly was that 'Your allies are your strength': Whether during his study of history or while listening to his father debate with a fellow diplomat in public, whether at state dinners or when simply in discussion with his parent, rarely a week went by in which Docus didn't learn to appreciate just how vital the ability to make and sustain alliances was- be it to the Tarutaru nation, to his father's success or even to his own survival. Much of his studies and his father's lessons were devoted to the arts of speech and negotiation.

But speech and negotiation do not always suffice, and successful diplomats tend to make enemies. Just after his fourth birthday, Docus' family was poisoned during their evening meal, by assassins unknown. It never became clear what poison was used, but without the aid of powerful Tarut White Mages, none of them would have survived. As it was, while Sentus managed to shrug off the adverse effects, both Docus and his mother, Vesta, suffered badly. While Docus' mind was unaffected, his still-young body was crippled, making him frail and often clumsy, and damaging his muscles immensely, causing him to become severely weakened. While he's recovered now, his body still shows signs of damage, whether through his pale skin, drawn face or his hunched posture, and living with a body that seems to be far older than it should be often frustrates him. Unable to engage in much physical activity, docus had little to do with his time than to study, learn, or learn tailoring from his mother. She had suffered the same effects as Docus, and, though her fingers were not as nimble as they had once been, she spent much time sitting, resting and working on various magically-imbued garments. Docus never quite got the hang of it, but he gained some experience.

The Tarut thirst for knowlege, combined with his sickness and his father's influence (for which father does not want their child to succeed them intelectually?), resulted in Docus learning very much, very quickly. While his appearances at school became less frequent (he could learn just more at home), he did attend the Rio University of the Arcane, studying Lore and Red Magic there.
while his life at university provided his frustration with some release, though, upon graduating he approached his father. He had decided that life here no longer appealed to him. He loved books and learning, but to be a true scholar, he needed experience and understanding of not just books, but the world. He needed to experience, and live, to truly gain and use the power that knowlege so famously correlated with. And he wanted to prove that, however weak his body, he was not dependent on those around him.
Besides, he hoped to one day obtain leadership within the Tarutaru people, and to achieve that, he couldn't rely on what had already been discovered by others. He needed to make some discoveries himself.
His father listened, understood, and tearfull farewells were made.

And thus a young, excessively knowlegable Red mage was let loose on the world, looking for adventure, experience, knowlege, and maybe, just maybe, some summoning magic. Because if allies are your strength, then an esper makes you powerful.

Quote: "We all have our strengths. Through diplomacy, we can also have each other's strengths."

Traits:
Studious: One of the first lessons learned by Tarutaru are that knowlege is power. Docus took this to heart from an early age, and with access to archives and other scholars, he's learned much already, and it tends to come in handy in the strangest situations.
Destiny use: +1d6 when making a lore check.

Orator: Allies are also power. And one of the best ways to make them is through speech. Docus generally speaks and debates extremely convincingly, and tends to choose his words fairly well. He isn't a smooth talker as much as he is, well, an orator, one who can persuade a roomful of people that their way, and only their way, is the best, and he doesn't hesitate to use that to his advantage.
Destiny use: +1d6 when making a negotiation check

Stats
HP: 21
MP: 32
Accuracy: 6
Evasion: 8 (includes +1 from armor)
ARM: 4
M.ARM: 4

Strength: 1
Vitality: 3
Dexterity: 3
Intelligence: 12
Charisma: 11

Job Abilities:
Ability 1: Steal heart
Ability 2: Mediator

Equipment
Right Hand: Tier 1 staff, imbued with Spell effect: Fire
Left Hand: (Staff is 2-handed, right?)
Armor: Nomad's armor
Accessory: -

Items:
Craftsman's tools (tailoring)
Gil: 0

Skills:
Speech: 4

Languages: 3 (2 freebies)
- Common
- Tarutaru
- Monster

Awareness: 3

Lore: General: 2
Lore: History: 1
Lore: Espers: 2

Synthesis: Tailoring: 1


Freebies:
Staves: 5
Swords: 1
Daggers: 1

Light armor: 5
Medium armor: 1

Stealth: 1

Spells:
Fire
------

TL;DR: Docus grows up at an embassy, daddy teaches him everything he knows including the importance of allies and diplomacy, he gets poisoned and physically crippled by political opponents of daddy's, he spends his days reading books and studying, then he goes off into the world to find some adventures and espers. Wheeee!

I replaced tinkering with tailoring, but I'm still undecided on that issue. Krylo, are the items we can create limited to the stuff on the equipment list, or can we custom-make stuff as well? Cause if we can, I might take tinkering after all... Bluh, I'll see.

I've taken fire as his first spell, be cause fire, fuck yeah. I'll see what else to take as we progress. Lock looks pretty fun also.

Oh, and are there any charm or illusion spells? I checked the spell list, and I didn't see any, which surprises me.

Dracorion
12-11-2010, 03:56 PM
Excessively wordy, I ramble a bit. TL;DR and a few comments at bottom.
----
Name: words
Age: numbery thign
Race: words
Class: words

Appearance:
words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words

Background: words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words

words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words

words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words words

Quote: words

Traits:
words

words

Stats
HP: numbery thign
MP: numbery thign
Accuracy: numbery thign
Evasion: numbery thign
ARM: numbery thign
M.ARM: numbery thign

Strength: numbery thign
Vitality: numbery thign
Dexterity: numbery thign
Intelligence: numbery thign
Charisma: numbery thign

Job Abilities:
Ability 1: words
Ability 2: words

Equipment
Right Hand: words
Left Hand: words
Armor: words
Accessory: -

Items:
words
Gil: numbery thign

Skills:
Speech: numbery thign

Languages: numbery thign
- words
- words
- words

Awareness: numbery thign

Lore: General: numbery thign
Lore: History: numbery thign
Lore: Espers: numbery thign

Synthesis: Tailoring: numbery thign


Freebies:
Staves: numbery thign
Swords: numbery thign
Daggers: numbery thign

Light armor: numbery thign
Medium armor: numbery thign

Stealth: numbery thign

Spells:
words
------

TL;DR: words



FTFY.

Menarker
12-11-2010, 04:02 PM
Arrived early for my exam, so I was allowed to use the class's computer. So I took the time to edit in character background in my character's bio.


BTW, on the off-chance that teams gets rearranged again, my character strongest features is being a sturdy strong attacker, Highest Awareness (and life detection), and makeshift healer and MP supplier (Lancet). Later on, he'll also be a high level artisan for weapons and heavy armor.

Geminex
12-11-2010, 04:04 PM
That actually made me laugh out loud. Mostly cause it's cute that you'd replace every single number with "numbery thign [sic]". Though you forgot the 0 next to "gil".

Also, since I had the time to write that, I have the time to write many other things also.

In other words, more words incoming! Probably trollslum.

Word.
8)

Dracorion
12-11-2010, 04:09 PM
I don't know what you're talking about.

Also, hurry up with that.

Krylo
12-11-2010, 04:32 PM
You mean this? (http://www.nuklearforums.com/showpost.php?p=1092757&postcount=154)

Yeah, I'm aware that Viera never would've deigned to accept his challenges, and fixed it in the background, and that his escape wasn't quite so simple as walking out the front door.
MISSED THAT.

Anyway, everyone is now fully ok'd except for Bard who still needs a background and POS who has gotten nothing done but has said he'll stop being a lazy cataclysm playing working man tonight maybe if we're lucky.

Edit: WHAT GROUPS ARE CURRENTLY LOOKING LIKE!

This is subject to change at any time, however.

GROUP 1
Mauve Mage: Dark Knight, Hume
Menarker: Dragoon, Android
IHMN: Blue Mage, Hume
Riin Whitewind: Black Mage, Tarut
phil_: Entertainer, Tarut
BardTheFifthLightWarrior: Red Mage, Hume
Teal Mage: White Mage, Hume


GROUP 2
Arhra: Fighter, Viera
Dracorion: Dragoon, Viera
Overcast: Blue Mage, Hume
CelesJessa: Thief, Viera
Geminex: Red Mage, Tarut
POS Industries: Gambler, Moogle
McTahr: White Mage, Tarut

Arhra
12-11-2010, 05:44 PM
So Drac's Mithra left the village only to end up in a group with two Mithra females?

Excellent.

Hmm, actually I think CJ is a Viera, not a Mithra.

Menarker
12-11-2010, 06:05 PM
I imagine part of that is the fact that all the Vieras are on one team and almost all the humans are on the other team. (Both blue mages are humans, so each team gets one blue mage.

Dracorion
12-11-2010, 06:17 PM
We are now Team Pouncelor (with the Vieras) and Team Bland (with the Humes).

Better names are welcome.

Team Pouncelor must fulfill an obligatory quota of six Nepeta jokes per page.

Also, yes, Argath hates female Vieras. Conflict, ahoy!

Krylo
12-11-2010, 07:29 PM
So Drac's Mithra left the village only to end up in a group with two Mithra females?

Excellent.

As planned.

Overcast
12-11-2010, 07:32 PM
Caspin is prepared to creep everyone right the fuck out over time as is typical of him...actually he and Elsa probably would have gotten on pretty well. Everyone else is doomed though.

DOOOOOMED.

Dracorion
12-11-2010, 07:39 PM
I don't know why he would agree to be in a group with two Vieras, though. He really doesn't like them.

... Maybe I should take Lone Wolf.

IHateMakingNames
12-11-2010, 07:48 PM
After looking over monsters and overall stats, I've discovered Self-Destruct really, really sucks. Despite liking it on my character, I may switch it out just so Kole isn't a bad Fighter till Krylo gets generous.

Teal Mage
12-11-2010, 09:06 PM
I don't know why he would agree to be in a group with two Vieras, though. He really doesn't like them.

So, wait. If Argath was raised by women but hates women doesn't that make him-

I think Caspin found his new Paladin! :D

Such fun you will have.

Teal's got no problems other than the ambiguity on what unorthodox travel allows the airship to ignore (my money's on lava), but that's really a non-issue until Teal also has the synthesis machines skill and money to repair it.

I haven't put much thought into it yet, since, like you said, it really isn't an issue until the Airship can fly. However! Here is my first proposal:

Unorthodox Travel: Anti-Weather Generator - A strange device that projects a Shell-Like Barrier over the Airship, protecting it from dangerous weather conditions like Lightning, Strong Winds (not Tornadoes) and Heavy Rains. Ethers, or a Mage, are required to fuel the barrier. In a pinch, the Anti-Weather Generator can be used to protect the Airship from weapons or allow it to fly through a volcanic eruption, though at a heavy drain to the Ether or Mage powering it. Weapons launched from inside the barrier will be blocked, in the same way that weapons fired outside the barrier will be. The shield may cut out, as per rule of the dramatic, when used for something it isn't designed for. Systems Checks may be involved to keep the Shield running.

If that's unreasonable, I'll think of something else.

On another note, I'm going to change Banish to Restore. Arden's not really advanced enough to figure out how to shoot rainbows from her fingertips and its been annoying me since I put it up.

That cool? Won't change it any more.

Dracorion
12-11-2010, 09:10 PM
No, he'll bang chicks.

Just not Viera chicks.

Sorry to burst your bubble.

Overcast
12-11-2010, 09:20 PM
Caspin doesn't need consent.

Bard The 5th LW
12-11-2010, 10:30 PM
I added a bio to Raltz. Appearance to come later. Moved Favored Spell in place of Crimson Seal, and added Famous as a trait.

I also moved a point away from strength and into INT.

Krylo
12-11-2010, 10:34 PM
You edited the wrong sheet.

That's (http://www.nuklearforums.com/showpost.php?p=1092589&postcount=117) your current sheet.

You edited the copy pasta of your old one from Truce's game (http://www.nuklearforums.com/showpost.php?p=1092334&postcount=84).

Also: I have your sheet linked from the first post so you don't have to like... search through the thread for it (which is what I'm assuming happened there).

Edit: For the record, the background works, though.

Bard The 5th LW
12-11-2010, 10:39 PM
Why am I so foolish

edit: K I moved it over, I think I got most of it.

Krylo
12-11-2010, 10:56 PM
You're one MP short and one skill point short. Add another skill and make your mp 27 and you are in bizness.

Bard The 5th LW
12-11-2010, 11:07 PM
ALRIGHT!

I'll add appearance later on. For the most part though, he looks like a fairly stereotypical Red Mage with a few oddities here and there.

POS Industries
12-11-2010, 11:57 PM
Name: Prasad Kupowitz
Age: 14
Race: Moogle
Class: Gambler
Appearance: Roughly a meter tall and weighing 25kg, dark gray fur, with royal purple pom-pom and matching wings. Bears the longer ears and more catlike features more common among the moogles of Ivalice, and his winnings have afforded him the luxury of an expertly-tailored wardrobe.
Background: Obsessed with games from the time he was but a tiny mogling, the playful moogle Prasad became almost overly amused with the unpredictable outcomes of games of chance, preferring the comparitively easy win of a lucky roll and the thrilling risk of an unlucky one to the discipline and outright effort neccessary for their skill-based counterparts. Upon reaching adulthood, he left his little village for the big city, using his natural moogle charm to talk his way up to any betting table. Usually, Lady Luck has smiled upon him over the years, but a recent loss of a rather hefty bet has set his life on a different and altogether less enjoyable path...
Quote: "Winning or losing isn't as important as looking good while doing it!"
Traits: Charming, Flight

Stats (LEVEL 1)
HP: 25
MP: 0
Evasion: 10 (9+1 from Nomad's Outfit)
Accuracy: 4

Strength: 3
Vitality: 4
Dexterity: 7
Intelligence: 6
Charisma: 10

Job Abilities:
Epic Ability: Cheat Fate
Innate Ability: Wild Card
Ability 1: Dice
Ability 2: Dual Wield

Equipment
Right Hand: Revolver, Tier 1, (DEX x 1) +1d6 damage
Left Hand: Revolver, Tier 1, (DEX x 1) +1d6 damage
Armor: Nomad's Outfit, 4 ARM, 4 M. ARM, +1 EVA
Ammo: Bronze Bullets

Items:
None

Gil: 0

Skills:
Two Weapons: 3
Athletics: 2
Speech: 3
Performance: 2
Awareness: 2

Krylo
12-12-2010, 12:14 AM
That cool? Won't change it any more.

S'cool, Brosef.


ANYWAY, everyone is now OK'd. Technically Bard should get an appearance up, but we all know he looks like some pretty boy red mage with silvery hair shit anyway.

Will probably start the RP within a couple days unless you whiners whine some more someone has any completely legitimate issues and/or questions.

Dracorion
12-12-2010, 12:20 AM
Will probably start the RP within a couple days unless you whiners whine some more someone has any completely legitimate issues and/or questions.

That so? Well I have this totally legitimate thing I was going to bring up, but now that you've said that I want to stall a bit.

Except the wait would kill me.

So anyway, I've been thinking about it and I'm still not entirely happy with Argath's second trait. So I was wondering if you'd let me use a toned-down version of Vengeful. Like, y'know:

Grudge (female Viera)
Argath has a lot of resentment for female Viera. He's not about to go murder them all, but he does try that much harder if he ever actually gets to fight one.
Destiny use: Acts like the Vengeful trait when Argath is in combat with a female Viera.

IHateMakingNames
12-12-2010, 12:26 AM
Celes is also appearance-less, unless she did it in a post outside of her character sheet.

Also, how generous are you going to be with Blue Magic in enemy encounters?

And since it says to plan ahead with your GM, I want Goblin Punch. It's not that useful, but by description it's basically a magical sucker-punch.

After that, I don't particularly care. Nothing besides Pollen seems that good, and Pollen isn't very obtainable without Confusion or something.

In long-term, I'm going for a melee Blue Mage (Since the description said they were melee trained), so all the status and non-Int based moves are of more interest to me.

Dracorion
12-12-2010, 12:28 AM
Bonus points if you treat it like 8BT, IHMN.

Menarker
12-12-2010, 12:35 AM
Also, how generous are you going to be with Blue Magic in enemy encounters?

And since it says to plan ahead with your GM, I want Goblin Punch. It's not that useful, but by description it's basically a magical sucker-punch.

After that, I don't particularly care. Nothing besides Pollen seems that good, and Pollen isn't very obtainable without Confusion or something.



Well, an entertainer's mimic could feasibly enable learning non-harmful blue magic if you had had a mimic style entertainer on your team.
Ideally, you might want to ask Krylo if there is any other means of "observation" he'll allow.

Otherwise, your only viable option is to get the shared job ability "Devour" like Caspin does, where you can learn the foe's blue magic by eating them after you defeat said foe.

EDIT: Actually, the mimic thing won't work since its targetting mechanism prevents the entertainer from targetting the blue mage with the spell unless the blue mage was the original target of the spell, which kinda defeats the purpose of needing a mimic.

Teal Mage
12-12-2010, 12:37 AM
Otherwise, your only viable option is to get the shared job ability "Devour" like Caspin does, where you can learn the foe's blue magic by eating them after you defeat said foe.

The Blue Mage skill, Observe, would also allow him to learn a spell like Pollen.

Krylo
12-12-2010, 12:45 AM
Celes is also appearance-less, unless she did it in a post outside of her character sheet.She's gonna draw her character, I guess.

Also, how generous are you going to be with Blue Magic in enemy encounters?I have one possible spell lined up for the first 'mission' for each group.

And since it says to plan ahead with your GM, I want Goblin Punch. It's not that useful, but by description it's basically a magical sucker-punch.Alright, I'll get around to it.

After that, I don't particularly care. Nothing besides Pollen seems that good, and Pollen isn't very obtainable without Confusion or something.I was going to go mostly custom blue magic, anyway. Neither of the ones I have planned are in the book.

In long-term, I'm going for a melee Blue Mage (Since the description said they were melee trained), so all the status and non-Int based moves are of more interest to me.I'll keep that in mind when designing monsters.

Grudge (female Viera)
Argath has a lot of resentment for female Viera. He's not about to go murder them all, but he does try that much harder if he ever actually gets to fight one.
Destiny use: Acts like the Vengeful trait when Argath is in combat with a female Viera.

Alternatively: You could just take 'vengeful: Female Viera'. I mean, you have to choose a target ANYWAY.

I guess you're looking for it but with less rampant genocidal hate fluff side? That being the case, I'm ok with it. It'll be kinda useless though.

Edit: AND I Still find it lulzy to make your character work with two female viera who will be sexist at him.

The Blue Mage skill, Observe, would also allow him to learn a spell like Pollen.

^

Dracorion
12-12-2010, 12:49 AM
Alternatively: You could just take 'vengeful: Female Viera'. I mean, you have to choose a target ANYWAY.

I guess you're looking for it but with less rampant genocidal hate fluff side? That being the case, I'm ok with it. It'll be kinda useless though.

Yeah, pretty much.

Don't want Argath to be responsible for the extinction of an entire species.

Non-monster, at least.

IHateMakingNames
12-12-2010, 12:52 AM
I'm aware of Observe (Planning to get at level 4) and Devour, as well as other obscure ways to get blue magic (Guard, confuse, charm, etc). I was saying that at the moment, our group isn't capable of making a Killer Bee cast Pollen on us.

CelesJessa
12-12-2010, 01:44 AM
She's gonna draw her character, I guess.

Yeah who uses words it's not like this is a word based activity.

I might wimp out and just write it though, depending on the time I have tomorrow. Either way it will be up tomorrow sometime.

Menarker
12-12-2010, 02:14 AM
Well, at least Team 1 is not going to have much trouble with healing at all. The Dark Knight has Night Sword, the dragoon has Lancet, the red mage and white mage both have cure... And the others are supportive or ranged attackers. The only one remotely at risk is the blue mage, who is apparently being built to be more melee anyhow. We'll have little to no trouble living. ^^

Krylo
12-12-2010, 02:24 AM
We'll have little to no trouble living. ^^

http://images2.fanpop.com/image/polls/313000/313992_1255811458425_full.jpg

Menarker
12-12-2010, 02:28 AM
That's a scary choice of a pic Krylo. You shouldn't have had that pic so readily available!

So... any team-mates here want to volunteer to be Ark's "public buddy"? Someone with 1 CHA on top of being a discriminated race really should not be left without supervision. :3

Then again, we got a black mage, a dark knight, and I'm thinking of getting Destructive Strike sometime... We're are going to be a team of destruction and chaos! =P

Teal Mage
12-12-2010, 02:56 AM
I'll have you know as a White Mage I am fully capable of pretending that we're actually nice people!

And then shooting the person who trusts us in the back. :D

But seriously, I think Bello (Phil), Jhennek (Riin), Raltz (Bard) or, of course, the lovely Arden, would all make decent handlers. They have 9, 6, 7 and 7 Cha respectively after all.

But go with the Faux White(s) or the Singer if you want to make us seem disarming and nice.

POS Industries
12-12-2010, 04:07 AM
Also want to apologize to POS, just in case I'm stepping on his toes. I looked at Prasad's old sheet and didn't see any notations of a vehicle, so I thought it was fair game.
Wait, what does any of this have to do with me?

Teal Mage
12-12-2010, 05:09 AM
If you don't know, it doesn't matter!

But I was just worried that Prasad might have had an Airship sitting around, since you said something about him being Setzer as a Moogle in the last game, I think. Setzer = Airship and since Arden's character is pretty heavily invested in Airships! I thought I might be getting into territory that Prasad called first.

Anyway, glad there were no hard feelings.

Geminex
12-12-2010, 10:04 AM
Though considering the similarities between Tahr's and my character, I'd have thought you'd put us on different teams. 2 high-charisma, high-int, lore-heavy Tarut casters seems a bit overkill.

But maybe that's just me.

Also, I had a few questions. Lemme just repost them.

When using synthesis:tinkering, are we limited to creating the items allowed for in the manual? Or would you let us create custom accessories?

Also, how are illusions created? The manual mentions them several times, but there don't seem to be any spells or items to create them with.

Also, one minor detail, when I use the mediator ability, do I forfeit my share of the gil reward only if I'm successful? Or regardless of success?

Dracorion
12-12-2010, 10:56 AM
Oh right. Krylo, forgot to mention that I'm going with option 1 for my dragon's Strange Attack damage. The one that uses CHA.

From here. (http://www.nuklearforums.com/showpost.php?p=1092552&postcount=109)

Going to edit it into my profile for future reference.

Krylo
12-12-2010, 05:24 PM
Though considering the similarities between Tahr's and my character, I'd have thought you'd put us on different teams. 2 high-charisma, high-int, lore-heavy Tarut casters seems a bit overkill.On the other hand, Tahr is a dedicated healer with Divine Seal and errrything, while Teal's a gunner/healer hybrid, so throwing another cure over there seemed like a good idea (especially considering...), while on the other hand, they have Riin/Jhenn, the black mage, while you guys didn't really have any magical doom mojo, so throwing you with McTahrd to throw fire around seemed like a good idea.

Anyway, you can never have too much charisma. Especially when you're dealing with Caspin and his tendency to be covered in monster giblets. And they've still got Bello, and, besides, Raltz is pretty charismatic, too.

When using synthesis:tinkering, are we limited to creating the items allowed for in the manual? Or would you let us create custom accessories?Sink points, prepare for quest, spend destiny, etc. Just like I told Mern.

Also, how are illusions created? The manual mentions them several times, but there don't seem to be any spells or items to create them with.Sure doesn't. Must be one of those things PCs aren't really capable of I guess! Also thing you probably won't run into much for just that reason.

Also, one minor detail, when I use the mediator ability, do I forfeit my share of the gil reward only if I'm successful? Or regardless of success?Gil/loot rewards will be done more like a proper tabletop game than Final Fantasy (like the book seems to enjoy). Meaning that you aren't going to kill a dingo and magically get 50 gil, but also meaning that you aren't going to kill a skeleton with a sword and shield and only have x% chance of the sword and shield dropping.

Mediator won't affect this beyond the fact that if you mediateify something, you're obviously not going to be looting its corpse. At least not right away.

Oh right. Krylo, forgot to mention that I'm going with option 1 for my dragon's Strange Attack damage. The one that uses CHA.

From here. (http://www.nuklearforums.com/showpost.php?p=1092552&postcount=109)

Going to edit it into my profile for future reference.
S'cool, Brocorion.

Geminex
12-12-2010, 06:06 PM
Mkay... that should be everything, I think. For now.
Hey, Tahr, how competitive is your character?

And Krylo, you have yet to add 'bro' to my name in an expression of companionship. This disappoints me.

Teal Mage
12-12-2010, 06:23 PM
On the other hand, Tahr is a dedicated healer with Divine Seal and errrything, while Teal's a gunner/healer hybrid, so throwing another cure over there seemed like a good idea (especially considering...)

I have a suspicion of what's coming. It is not good!

On the bright side, we have an expendable Android!

Either way, because I realized I can lower my Int by one point without losing any skill points, I made a small modification to my character sheet. Int's 7 and Dex is 8. Also editted in the description of the Unworking-Airship's Unorthodox Travel Method, for convinence sake.

Only other change was my MP dropped by a point to 25, but that changes like, nothing.

Though my Cure (I) spell can only heal 8 - 13 HP now.

McTahr
12-12-2010, 08:15 PM
Hey, Tahr, how competitive is your character

ultimately hoped to rise into prowess as a famed battlemage in defense of his home country.

That plus his quote hint that he's fairly competitive when it comes to any kind of recognition based on merits.

Tahr is a dedicated healer with Divine Seal and errrything

Though, Krylo, don't automatically assume that Divine Seal means Fie will always be gunning to heal. His heart still rests with the black mages a little bit. If he can be dishing out some magical pummeling, it's going to be priority. I sense a lot of ethers in my future...

IHateMakingNames
12-12-2010, 09:27 PM
Edit - Mother fuckering stat ratings. Always throwing me off. My skill complaint is now void.

Menarker
12-12-2010, 09:41 PM
Keep in mind that your ability to max out your skills is limited by your stats. Your stats have to be able to hit 21 before those skills can hit 8 ranks.


Phil, I'm thinking of getting Ride the Storm later on. With an entertainer who can learn that Ballad of Wind skill, it will be a good skill to have. Dunno if I'm getting it at level 4 or 8 (I also really want to get Destructive Strike). I guess it'll depend on whether you have enough ranks in perform to learn another Art.

Thus I think my skills will be the following (guessing on the order):
Scope (Already have)
Lancet (Already have)
Ride the Storm
Destructive Strike
Dragon's Eye
Weapon Throw
Ancient Circle
Defy Gravity
*Haven't decided on the last one...*

phil_
12-12-2010, 09:48 PM
I haven't really given leveling up much thought (since we only reached level 2 last time after all of us wasted a lot of time coming up with Limit Breaks), but I'll add Performance of Wind and Ballad of the Windfish to my Amazon wish list.

Menarker
12-12-2010, 10:03 PM
Oh yeah. Good times. :3

A bunch of us came up with some real winners, Limit Break wise. *Is proud of my Dragon Storm one*

EDIT: And speaking of Ballad of the Windfish... my character is kinda like Link in a sword/shield kinda way. ^^

IHateMakingNames
12-13-2010, 12:03 AM
This has been bugging me. Why do Ninjas and Blue Mages get +15 CHA? One is a deadly shadow assassin, and the other goes insane. I can only assume it was to not give potentially higher stats for actually useful stats for those jobs.

phil_
12-13-2010, 12:16 AM
My "thinking the best of the authors" guess is that they wanted to enable a kunoichi, face-type character through the Ninja job. More likely, though, is that they just assigned the maximums randomly outside of a few obvious choices.

Er, Blue Mages, yeah. Monster abilities use CHA. That's one of the obvious choices I mentioned. I think. Edit: Maybe not. Only one low-level spell uses CHA. I'm as confused as you.

Bard The 5th LW
12-13-2010, 12:50 AM
I assumed the charisma was to allow the ninja to take more points in the disguise skill and probably acting. Both of Phil's explanations also work.

Overcast
12-13-2010, 01:16 AM
Minor shift in skills. Two points moved in include Stealth and Awareness. Taken from Survival and Athletics.

Krylo
12-13-2010, 01:48 AM
Ok, unless there are any objections, I will probably be starting tomorrow. I have everything written and ready to go, I just don't want to start it in the middle of the night (for everyone who isn't Arhra and Gem).

As a corollary that means quit shuffling points around. Characters are now locked into my database and shit.

phil_
12-13-2010, 02:46 AM
Cool coolio. I'll post as soon as I wake up, unless I go to the bank first. I expect a day of furious posting with little thought.

Overcast
12-13-2010, 09:33 AM
Of course, how else are we supposed to flesh out our charcters than through intuitive posting?

IHateMakingNames
12-13-2010, 01:11 PM
Are the groups permanent and completely separate?

Krylo
12-13-2010, 04:08 PM
Are the groups permanent and completely separate?

Kinda. It's possible for the groups to change, depending on how things go. And both groups will have separate threads.

But they'll also both be working in the same world and as time goes on each group will probably see effects of the other group's actions, and they may even converge depending on how things go (though all 14 of you won't be doing much together just because of the logistics of balancing combat etc. with 14 PCs).

Dracorion
12-13-2010, 04:13 PM
Groups as Krylo posted them before:

GROUP 1
Mauve Mage: Dark Knight, Hume
Menarker: Dragoon, Android
IHMN: Blue Mage, Hume
Riin Whitewind: Black Mage, Tarut
phil_: Entertainer, Tarut
BardTheFifthLightWarrior: Red Mage, Hume
Teal Mage: White Mage, Hume


GROUP 2
Arhra: Fighter, Viera
Dracorion: Dragoon, Viera
Overcast: Blue Mage, Hume
CelesJessa: Thief, Viera
Geminex: Red Mage, Tarut
POS Industries: Gambler, Moogle
McTahr: White Mage, Tarut

Krylo
12-13-2010, 04:18 PM
Geez, Drac, get with the times (http://www.nuklearforums.com/showthread.php?t=39269).