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Unread 02-22-2011, 03:24 AM   #1
Krylo
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RPGs and Tabletops FFD6: The Dicening: The Discussion: Lucky 7

BIO LINKS:

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

The EduPad, Educating You On Dicks And Bitching Since 2011.

Also, Wizzle Cazizzle is apparently statting up/has statted up a paladin. Post dat shit, Wizardcat.

I'm also going to toss a PM to Krogs to see if he's still interested as soon as I hit submit here.

New Spells, now quit bothering me, bitches.
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.
Those are also going to be added to the first post of the sign up thread.

And something from the last thread that Group 1 shouldn't miss:

Quote:
Originally Posted by Krylo View Post
Research lab section is staying mostly in one piece, but sliding off the hospital. Hole from his explosions and ceiling detritus is widening, more of the ceiling is breaking away from the blast, and oxygen tanks in the ICU have begun to explode and spread the fire below, warping steel and weakening concrete.

Best bet for survival? Ride the research lab.

Especially considering the only way to the stairs is blocked by rubble and a giant hole.
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Last edited by Krylo; 02-26-2011 at 02:38 AM.
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Unread 02-22-2011, 07:08 AM   #2
Arhra
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The only option is to murder the blue mage, clearly.
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Unread 02-22-2011, 07:14 AM   #3
Dracorion
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There is never any other option.
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Unread 02-22-2011, 02:24 PM   #4
phil_
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Why are there new spells?
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Unread 02-22-2011, 04:51 PM   #5
Teal Mage
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'cuz I whine a lot.

And am very insistent about doing so!

I suggested adding some of the new spells in the 2.0 Beta and Finalized Versions of the FFd6 game, because they seemed interesting and seemed worth including. Gives mages a greater variety of spells to choose from, and hopefully, helps create more possible builds. Krylo didn't see a problem with it, so, there they are.

Don't think there was much logic behind the choice beyond that, but maybe I'm wrong?
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Unread 02-23-2011, 03:09 PM   #6
Geminex
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I agree with Teal. The new spells are fun, and they work. Plus, entertainers got some new arts, right? Mages can do with a few extra spells.

Also, yo. This has been discussed extensively on the edupad, but since some of you don't show up there, here's the dilly-o. (that is the way cool kids say 'deal'. I am a cool kid now. Deal with it.)

Wizzle Kizzle (Wizardcat) is gonna be joining us with a Paladin, and that'll make 15 players. That's enough for 3 groups of 5, so that's what we're gonna divide ourselves up into.

Group 1 will keep doing what they're doing right now. Sensitive missions, FF-CIA.

Group 2 will be interesting. We'll open up an adventuring business. This'll act mostly as a secondary objective/sidequest (primarily we'll still be going on missions, apparently of archaeological nature?), but it'll still be fun. We'll be able to accept sidequests, and either do them ourselves or hire mercenaries to do them, earn a bit of extra cash, expand the business, take over the world, etc...

The newly formed group 3, I think, will be going mostly monster-hunter-ish, but they'll also have a few links with group 2. Apparently we're gonna be hiring you guys, so fun times!

Anyway, come the team split, you'll decide where you want to go, and, with any luck, that's where you'll end up. Mostly, each team will just be dropping two people to join team 3.

I think that's a good summary (though I may have gotten some details wrong). This is all Krylo talking, naturally, but because he's a lazy bastard who expects people to just know this sort of stuff (thanks for the spell list, though), I just thought I'd sum it up. Any questions, suggestion, recommendations, to him, not me. I'm just the messenger. Don't shoot me. Please?

Last edited by Geminex; 02-23-2011 at 03:41 PM.
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Unread 02-23-2011, 03:38 PM   #7
Menarker
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Quote:
Originally Posted by Geminex View Post
Wizzle Kizzle (Wizardcat) is gonna be joining us with a Paladin, and that'll make 15 players. That's enough for 5 groups of 3, so that's what we're gonna divide ourselves up into.

I think that's a good summary (though I may have gotten some details wrong). This is all Krylo talking, naturally, but because he's a lazy bastard who expects people to just know this sort of stuff (thanks for the spell list, though), I just thought I'd sum it up. Any questions, suggestion, recommendations, to him, not me. I'm just the messenger. Don't shoot me. Please?
Can I just say you're a crappy messenger? *Shoots you dead*

It's 3 groups of 5!
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Unread 02-23-2011, 11:04 PM   #8
Teal Mage
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I'm going to wait for Riin to post with Jhennek's reaction to the collapse before I post again in the game thread. But, in the event that Krylo either beats me to my next post, or, just wants to move ahead, I'd like to formally submit Arden's actions here.

1) Cast Cure on Bello. (5/25 MP remaining for Arden)

2) Tell Raltz to use the Revivify on Kole, if he hasn't already. Arden's less useful in combat than Raltz, so it makes more sense for her to save her Revivify for battle - less lost by her taking the turn to use an item than it would be for Raltz to do the same. She would say as much. Probably remind/compliment Raltz on being a stronger caster than her as well.

3) If Raltz hasn't started casting Cure/hasn't cast Cure, tell Kole to use a Potion to heal. His wounds are too severe for most Cure spells to fix easily.

None of these orders suggestions (Arden thinks she's in charge so they're really orders) need to be followed, of course. Bard and IHMNs will need to decide what's in-character for Kole and Raltz and what isn't.
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Last edited by Teal Mage; 02-23-2011 at 11:13 PM.
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Unread 02-23-2011, 11:19 PM   #9
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Yeah, maybe I should have had Bello drink a potion, but Group one, along with being Group "Let's split into smaller groups" is also Group "Let's do what our characters would do, tactics be damned." Which is to say, poor Bello thinks the worst is over.

But I know it's not. We haven't hit anything to make the basement "the easy part" yet.
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Unread 02-23-2011, 11:51 PM   #10
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Tactics are for other people.
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