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Unread 12-07-2009, 11:24 AM   #51
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Quote:
Originally Posted by Menarker View Post
EDIT: And Teal, just wondering but is there any ingame reason other than roleplaying purpose for choosing a staff when you can't take advantage of its Spell Effect thing instead of something like perhaps an axe.
Axes are one-handed and do (STR x n) +1d6 damage, staves are two-handed and do (STR x n) +2d6 damage. So, more damage, probably.
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Unread 12-07-2009, 11:38 AM   #52
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BTW, in time, could Teal our Geomancer be able to control the weather to an extent? If so, could I feasibly pick up the Dragoon's Job ability "Ride the Storm" to give the entire party benefits equal to what the disadvantages normally would have been?

EDIT: And what if I tried to take "Defy Gravity" and "Jump" together? >_> Would that equal extra damage? Impossible to target? Land on the Moon? (Just hypothectically at this point since I got no dex to use for Jump) EDIT: Noticed that this combo is referred to in the skill High Jump and that it won't go past Long distance...

Last edited by Menarker; 12-07-2009 at 11:57 AM.
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Unread 12-07-2009, 12:20 PM   #53
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Oh, yeah, I forgot to address this. The whole weapon and armor skills thing is a reflection of this game's focus on feeling like a video game, verisimilitude be damned. They don't want it to be possible for a low-level character to find or buy a high level weapon, so they've made it so that your character has to have a minimum level in order to use stuff. But writing minimum level entries on each item wouldn't be very Final Fantasy (it'd be more like Diablo), so they went with something that exists in some of the games, weapon skill, and here we are.
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Unread 12-07-2009, 01:18 PM   #54
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I figure he won't force the androids to eat, unless it is a masterpiece then he will make them eat it no matter what they say.

Also it would seem awkward for the Paladin to talk the guards into letting the group out when the Blue Mage and the Geomancer are both better talkers than him. Even without factoring in notoriety and sexiness. They could probably seduce them in Chocobo.

"Kweh..."

Looks like we are hoofing it then, possibly with the Blue Mage and the Dragoon just jumping around while everyone else hobbles forward.
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Unread 12-07-2009, 01:30 PM   #55
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Looks like we are hoofing it then, possibly with the Blue Mage and the Dragoon just jumping around while everyone else hobbles forward.
Except for the fact that the dragoon has no jumping skills. Didn't take jump and got a dex of 1. (After the graft penalty) So yeah... lots of walking.

Last edited by Menarker; 12-07-2009 at 01:37 PM.
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Unread 12-07-2009, 01:48 PM   #56
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For Spell effect, I'll think I'll allow people to use any spells the party can use. After all, you're friends, right? Surely you'll trust them with your weapons to enchant! This will include Blue Magic, by the way, which means that if you really wanted to Menarker, you could put self destruct on a weapon if you really want to.

Which you totally should.

Aside from that, I recommended Staves for Teal because their level can be increased with INT. Geomancy requires an attack roll, which uses the equipped weapon, and deals damage the higher of INT or STR during a Geotrance.

For weapon skills, I'll allow you to use higher tier weapons, though you wouldn't be able to make use of their abilities. Of course, not investing in them anyway would be a bad idea, since you'll want to actually hit things with your weapons.

Also, if you have no language, you can still speak. But, you can't understand what they're saying, and they can't understand whatever you're saying - which at most would be random grunts and growls.

I'll avoid people being able to cancel out the effects of an enemy flirt on another party member. Unless, of course, you use flirt on them as well. Don't worry, it's not something I'll want to use too often on you guys; I'll find other ways to make you guys uncomfortable.

Geomancers can control the weather. So, yes, Menarker, you can combine those two abilities - though not to a particularly extreme extent. There are limits to what a geomancer can do, though, and Teal will have to work with what's already there; I won't expect you guys to call forth a sudden snow storm inside an active volcano.

As for charisma, it'll effect people's impressions of you; same with traits. Negotiations can go far, but it won't handle everything social related.
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Unread 12-07-2009, 02:04 PM   #57
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I have a few questions.

Since I plan my character to synthesize weapon systems and other big machines:

a) Will it be possible for me to synthesize Weapon Systems as grafts for myself as mentioned in the rulebook.

b) If I decide to pick up a "Special Vehicle" Ability to bypass the time/resource requirement of building one myself, will it be possible for me to upgrade it by taking time and spending resources on Synthesizing the upgrades, instead of picking up more "Special Vehicle" Ability to add them.

and finally

c) Would getting the Symbiotic Interface Graft allow me to install remote control for a potential Vehicle I'd own? For example to use it for emergency pick-ups or have it attack the enemy in battle.

Last edited by Naqel; 12-07-2009 at 02:08 PM.
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Unread 12-07-2009, 02:07 PM   #58
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Quote:
Originally Posted by Truce View Post
For Spell effect, I'll think I'll allow people to use any spells the party can use. After all, you're friends, right? Surely you'll trust them with your weapons to enchant! This will include Blue Magic, by the way, which means that if you really wanted to Menarker, you could put self destruct on a weapon if you really want to.

Which you totally should.
Ass.

=P

Anyhow, the rest of the stuff sounds pretty good, although I was wondering about the entire weather thing because of the combo thing you explained AND because certain Geotrances locations such as "towns" are not inherently tied to a weather. A desert can feasibly cause huge sandstorms, water environments with monsoons, fire environment will be frickin hot and all that... but town and plains and such don't really offer anything specific...

EDIT: Also, I just realized something. My character uses an arm graft, and yet he also wields a weapon that requires 2 hands. Aside from having to wait hours for auto-repair (which is not practical during combat), are there any alternatives or work arounds such as investing more on the graft to make it nigh impossible to damage or a specific skill to repair it on the spot?

Last edited by Menarker; 12-07-2009 at 02:11 PM.
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Unread 12-07-2009, 02:36 PM   #59
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It would appear that there isn't. Grafts are made very fragile to offset the good things that come with them(I believe by too much but eh what can you do?), and while I think(one of those things not exactly gone into detail with in the sourcebook) that you can use either tinkering or machines in order to repair them most of the time that would be something you'd have to do out of battle because I don't think they let you McGyver your grafts during a fight.
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Unread 12-07-2009, 02:52 PM   #60
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Naqel:

A) You can create weapons systems and attach them to your Weapon attachment - Gun. They'll take your weapon slot, however, and act as any other normal weapon would. If the Weapon Attachment gets hit, it'll simply jam - so if your weapon's out, you'll still be able to use it, but you won't be able to retract your weapon.
B) I'd prefer to keep the two separate, so I'll say no.
C) Yes, though during the middle of a battle it will require a standard action.

Menarker:

You can add a redundant system, which won't do anything usually but will replace the other one in case it gets destroyed. I'll also allow you to make a Repair graft that's the equivalent of 2 points - though, repairing a part will be a considered a slow action in battle.

Even if your graft gets destroyed, though, you'll be able to wield your weapon.
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