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Unread 12-07-2010, 01:54 AM   #1
Krylo
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RPGs and Tabletops Final Fantasy D6: The Dicening; The Signup

Well, back here 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
MegaUpload
MediaFire
2Shared

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:

Will also post them in a .txt attached to this post
=======================================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.

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


New Spells
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_: Entertainer, Tarut*
Arhra: Fighter, Viera*
IHMN: Blue Mage, Hume*
Riin Whitewind: Black Mage, Tarut*
Overcast: Blue Mage, Hume*
CelesJessa: Thief, Viera*
Dracorion: Dragoon, Viera*
Menarker: Dragoon, Android*
McTahr: White Mage, Tarut*
BardTheFifthLightWarrior: Red Mage, Hume*
Mauve Mage: Dark Knight, Hume*
POS Industries: Gambler, Moogle*
Teal Mage: White Mage, Hume*
Geminex: Red Mage, Tarut*

Asterisks denote accepted characters. dashes denote characters with remaining issues, and are links to said issues.
Attached Files
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Last edited by Krylo; 02-27-2011 at 08:41 AM. Reason: Apparently I fucked up a link.
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