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Final Fantasy d6
Most of you probably won't know about the FFRPG d6 system.
That's okay. Assuming I haven't accidentally uploaded one of my video game porn collections, you can learn about it through the handy PDF I'm about to link to you. It's actually still in play testing as far as I know, but this is the latest version I'm aware of. http://rapidshare.com/files/315637320/FFRPG.pdf.html It's a simple system, one with a straight forward enough that the rolling will be relatively simple to handle, and battles hopefully won't be too short or too long. Most importantly, since rounds consist of a party turn and an enemy turn, we won't need to keep track of something like initiative. Because of that, I'm hoping that it will fair well in a Play By Post format. Characters are built by picking a race and class, and from there using points to buy your stats. Job abilities are earned at certain levels, though you can pick and choose which one you will use. Skills are easy enough to understand, while traits round out your character. Destiny is one of my favorite features, which rewards players with points for doing awesome things that they can use to activate special abilities, traits, or even defy death. Now, while I have some experience with the system, I'm not a very experienced GM. I'd like to think I've matured a bit since I last ran a game, but I definitely want to avoid taking on too much. If I'm going to run an RP here, there's a limit to how many people I can put in a party. This particular RP will start off in the Grand City of Rios - and the players will be members of the Adventurer's guild there. Players will initially be performing missions for money and treasure, and we'll go from there. There will be a few changes, however. The Fighter's Zodiac Warrior skill +1 Attack/+1 Defense bonus only applies when wielding an applicable weapon type, and only for the number of weapons wielded. The White Mage's summoner subclass will also be ignored for simplicity's sake. I'll also avoid using monsters from the bestiary for the most part. Otherwise, Characters will use the standard 30 attribute distribution for creation, and have 500 gil for purchasing initial equipment. If there are any questions, I'll be happy to answer them. --- Character Sheet. Name: Age: Race: Class: Appearance: Background: Traits: Stats HP: MP: Attack Bonus: Evasion: Strength: Vitality: Dexterity: Intelligence: Charisma: Job Abilities: Ability 1: Ability 2: Equipment Right Hand: Name, Tier, Weapon Abilities Left Hand: Armor: Graft (If Applicable): Items Gil: Skills: Preferred Weapon Skill: Any Other None Zero Skill: |
Hey Truce, just want to say I'm interested but it'll probably be a few days before I can properly sit down, look through that rulebook and think up a character.
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same sentiment as above. I'll read it over later today.
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No problem Arhra, Bard.
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I'm interested as well, but I'm short of time for the next day or 2 so is it alright If I wait a few days before creating a character?
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It's okay, Krogothwolf.
To make it clear, I'm not planning on closing sign-ups in the next couple of days. People are busy, it's an entirely new system, and I'd rather have a well thought out character than one thrown together as soon as possible. |
As much as I would love to possibly consider this, the fact that your hosting site blocked me because there isn't any more "free slots" for non-premium members is a hassle. >_<
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I was interested, but then you said no summoners. I just can't participate out of principle.
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http://www.mediafire.com/?l2nm2moeja4 And sorry to hear that Phil. |
Sorry? Man, don't be that way. I just said it because I think this is a cool idea, but silly, nonsensical reasons for not joining are less depressing than "If I join, I'll slow this game down to a crawl, like every RP I post in."
So consider me on the fence. Oh, and how are we handling dice rolls, and should we be like "My dude uses [skill] on [target]," or more like how we normally play, but with extra notation of what powers we're using, like "The Disinherited Knight sprung up from horseback, waved his fatal sword over the head of his adversary, and commanded him, Brian be Boi-Guilbert, to yield himself (I use [Intimidate] on [Brian be Boi-Guilbert])," or should we just write normally and let you sort it out? And we're starting at level 1, right? |
Dice rolls, specifically in battle, will be declared by the player, but you still have to describe your action.
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Skill rolls also have to be declared for the more dramatic stunts, though I trust people on the forum enough to know when a skill test is dramatic or not. |
Hey, Truce, could I get approval for a "Cute" trait that acts the same as "Sexy?" I want to make an especially cute Tarut that uses his cuteness to manipulate the stupid Humes and other big people, but it seems a bit squicky to call a Tarut sexy. Would that be alright?
Also, guys, I have ideas for White Mage, Black Mage, and Entertainer Builds; which do you think I should do? Entertainer would allow me to make some impact on a fight even if I miss a round with their persisting Arts, but every party needs a White Mage and Black Mage is one of the better uses of a Tarut, since Moogles are better entertainers and White Mages have to physically fight to do damage for the most part. It's like, Entertainer lets be be a lazy drunk, White Mage is a funnier concept for a gruffy, unpleasant Tarut, and Black Mage lets me cast the spells that make the people fall down. Which would you guys rather me take and not keep you from taking? Not that we couldn't play a party of White Mages... |
I'm caught between Entertainer, dark knight, and gambler. Dark knight seems too limited to me, gambler seems like I might detriment the other team members, and entertainer, which is what I'm heavily leaning on, may be taken by Phil, who admittedly seems to be better at getting into that kind of character. (what with his drunkness and all)
It seems at the moment that I'm going to sign up as a gambler. I'll probably have a character in by tomorrow. |
I've got a Paladin in mind, though when skimming through it I saw little on how much spells cost to purchase, is that in there?
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I'll allow that, Phil. A "Cute" trait would be a d6 for negotiation rolls, but of course it'll have to be appropriate for the situation.
Wolf, spells are earned as you level - the rate at which you learn them is listed on the first page of the Class, listed right above its Epic Abillity. |
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Edit: Oh, and thanks, Truce. Another edit: Also, what races are you guys leaning towards? I've already said I decided on Tarut (because I've wanted to play a Tarutaru since FFXI came out), but what other races will comprise our merry band? |
So is the actual spells per level earned automatically when you have access to them? So at level 1 I have access to each lvl 1 spell
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Spell Rank is the level of spell you can learn. To the right of that is the level that you can learn one. For a Paladin, you can learn a total of three level 1 spells, at levels 1, 2, and 4. Naturally, you won't gain access to all the spells, so you'll have to pick and choose which ones you'll want to learn. I won't object to someone learning a Rank 1 spell instead of a Rank 2, though - if you feel inclined to do something like that. On another note - on Status effects. Quote:
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Alright, now that makes sense! Thanks
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If I am an entertainer, I would have him be a somewhat classy guy, and hammy to, he'd probably speak poetically a lot and be dramatic.
And if I am to pick a Red Mage, can I access the Androgynous trait to work around the opposite Gender limitation of the 'Steal Heart' ability? Edit: I'm probably just going to go with Red Mage, I'm new to this sort of system, and I'd best go with something simple. |
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Yup. The character is basically going to be a bisexual Red-mage with a penchant for cross-dressing. I'm going to work in ice spells to start off with while I'm at it
How many spells gan I start of with while I'm on this subject. |
Androgyny would eliminate the gender limitation - but, you'll need to spend a Destiny Point. Fortunately for you, though, you'll only need to spend it once per mission that you decide to use it.
As for the number of spells, you start off with one Rank 1 spell, chosen from either the Black or White magic sections. |
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BTW, a number of skills have their usage limited on a "per session" basis. Since we aren't going to head over to your house to do this, what constitutes a new session? |
I'm tentatively interested in this, too. I haven't had much of a chance to look at the system, but it seems like right now we have (probably) an Entertainer, a Red Mage, and two Paladins? So, based on standard RPG party mechanics, I should probably be looking something in the vein of either a Thief or a Black Mage, correct?
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Actually, I'm thinking of making a Ranger. (Found something interesting for me to try out) Sorry. ^^;
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Something about that sounds strangely familiar to me. Hm, I'll probably look further into the game's system, but I doubt I'll actually sign up. Not unless the game has a particularly attractive class or race I suppose, since dice systems have never really been my thing and Truce said he wanted to avoid a big group. I'd rather let people who like this kind of thing play, if you understand my point. Still, Bard's character made me laugh. |
Rapidshare hates me.
Care to upload it somewhere else so i can see if I'm in? |
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*Sheet moved.*
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I'm pretty sure attributes don't work that way. The +n stuff on the Job pages indicate how much you can put into that ability beyond racial maximums.* That's why they're called "Max Attribute Modifiers." Your dude actually has:
Strength: 4 Vitality: 8 Dexterity: 9 Intelligence: 6 Charisma: 3 * That is, until you get your third Limit Break, after which you can just put points wherever. |
Yeah. Noticed it myself and was editing while you posted.
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Name: Jal
Age: 31 Race: Mithra (Viera) Class: Thief Appearance: A rare male Mithra, Jal doesn't quite have the same beauty about him as the female of his species, and tends to look a lot like a silver haired Hume. The fact that he doesn't generally bother with grooming past bathing and tries to hide his more obviously inhuman traits. He generally wears a hood over his head to hide his ears, and wears loose fitting clothing over his body, that allows him to hide his tail, as well. Background: Jal was one of the very few male Mithra born to his clan, and as a result he had a life of 'luxury' set out before him. He was too 'valuable' to be risked with things like actual work, or travelling, or exploring, or anything else, and his life seemed to be shaping up to being a reproductive unit. Now, most men would probably be pretty ok with that, but Jal... well, he wanted to see the world. The young Mithra women would often leave on travels and return with scars and stories behind them, and so, from a young age, Jal wanted nothing more than to escape his lot in life. And then one day he did, under the cover of darkness. The world outside the village was harsher than he expected, and outside the forest harder yet. He was determined to see the world before he returned, however, and so he made his way through life as something of a petty thief. Which suited him just fine. He really loves the 'shinies' and the skills he's picked up allow him to acquire Traits: Agile, Bottomless pockets. Stats HP: 28 MP: 0 Accuracy: 3 Evasion: 14 (12) Strength: 3, 1 rating, 15 max Vitality: 6, 2 rating, 18 max Dexterity: 15 (11), 5 (3) rating, 27 max Intelligence: 6, 2 rating, 18 Max Charisma: 5, 1 rating, 27 max Job Abilities: Ability 1: Dual Wield Ability 2: Treasure Hunter Equipment Right Hand: Stiletto , Tier 2, (DEX x 2) +1d6 damage, +2 Dex Left Hand: Simple Dirk, Tier 1, (DEX x 1) +1d6 damage Armor: Nomad's Outfit, 4 ARM, 4 M. ARM, +1 EVA Accessory: Yellow Scarf (+2 Dex) Items Gil: 0 Smoke Bomb Skills: Preferred Weapon Skill: Dagger: 4 Two Weapon: 3 Any Other None Zero Skill: Acrobatics: 2 Awareness: 1 (racial) Climbing: 2 Escape: 2 Language: 3 (Viera, Common, Ancient) Lockpicking: 2 Stealth: 4 Traps: 2 Medium Armor: 1 |
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Though I might be wrong. While we're at the topic of uncertainities(is that even a word?), dose my Machine skill cover repairing of Grafts, or do I need a different skill? |
Okay finally got the system since I hadn't visited the thread to find it on mediafire later and I was far too determined to beat rapidshare.
Will likely return with a character sheet. |
I'll just say that I've decided on Entertainer. Right now I'm just wavering on how much combat ability I want to have, at least as far as number-crunchy stuff goes. Almost definitely going to have Mimic, since otherwise I'll have nothing to spend MP on.
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Sessions will be the length of one mission, or when a day passes; whichever is shorter. Naqel's right about Armor as well; you only need an a skill level up to the armor tier.
Naqel, Krylo, your sheets look to be fine; you even remember to include the class accuracy bonus I forgot about. |
Darn, Naqel beat me to it. :3 Ah well. At least I got a slightly different approach for my ranger.
IGNORE THIS BIO. NEW ONE MADE AFTERWARD I assume that the Job Trait "Aerial Maneuver" will also apply while my character is riding on a flying mount? (I'm kinda assuming that being flying/airborne would make me mostly immune to melee attacks.) EDIT: Seems that Flight merely gives -4 penalty to melee attacks or so. Still pretty good though. ^^ |
Yo, working on my spell list, came on a snag. Negative status effects can be resisted by a Charisma check against 10+tier level of the spell, or, in the case of monster abilities, an opposed Charisma check (p. 121). However, Arts have no tier level, nor are they a monster ability, but most of them can give a negative status effects. They aren't even "Type: Status." Are we going with resisting them like a Tier 0 or Tier 1 spell, resisting them like a monster ability, or just having them always work?
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Phil, we'll treat Arts as a monster ability.
Menarker, your character's stats are too high. Viera's have a racial maximum of 12 dexterity, and 8 vitality. |
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Class bonuses only apply to level up development.
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Oh, I just REALLY re-read the first paragraph and I missed a part. I'll edit my bio promptly.
EDIT: Edited my bio |
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Here's a character sheet. For the most part, it lacks the good stuff, a.k.a. "fluff," but the numbers (and making sure I didn't screw them up) are probably more important for now. The fluff, in a nutshell, is that Bello is a story-teller, looking for stories to tell. He isn't above using his cuteness or stabbing people up to get his way.
Not sure about Flirt, so that might change. Level 1 stats for posterity Name: Bello Age: 13 Race: Tarut Class: Entertainer Appearance: Shoulder-length blond hair with his bangs in his face and the back held in a short pony-tail, blue eyes, long eyelashes. Wears a loose pink shirt that's a little too big for him and gray shorts. His lute hangs over his shoulder on a wide cloth belt. 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 sends 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, Ancient History Stats Lvl: 2 HP: 22 MP: 37 Accuracy: 3 Evasion: 8 Strength: 3 Vitality: 5 Dexterity: 6 (8 with Shaving Razor) Intelligence: 8 (9 with Mage's Robe) Charisma: 9 Job Abilities: Flirt Mimic Equipment Right Hand: "Shaving Razor," Dagger Tier 2, (DEX x 2) +1d6 damage, +2 DEX Left Hand: nuthin Armor: Mage's Robe, 4 ARM, 12 M.ARM, +1 INT Items 1x Potion Lute Gil: 0 Skills: Preferred Weapon Skill: Daggers 3 Other Skills: Acting 4 Awareness 3 Lore (History) 3 Language (Common, Monster Talk, Tarutaru) Light Armor 2 Negotiate 4 Perform 4 Stealth 1 (Small size) Arts used by alternate singing and lute playing: Valor Minuet (+2 to allies ACC -OR- -2 to enemies' ACC) Routine Performance (Everyone goes to sleep but me -OR- everyone wakes up) Herculean Etude (+3 to target STR, STR-based powers can be used one more time per session -OR- -3 to target STR score) Wake to Life (Object can move around and follow simple commands -OR- the object can't anymore) |
Alright Here is my character sheet. I think everything is correct but let me know if I fudge something! I can flesh out the background more later on if you'd like, plus appearances. Just wanted to get the stats and everything down first for you to see.
Name: Ziegmund Hellworm Age: 23 Race: Hume Class: Paladin Appearance: A Hume Male, Standing at 1.7M. He has Brown hair and Blue eyes and a muscular build from the training he received and from years of wearing heavy armour. He only wears a cloak over his armour to help protect it from rusting incase of rain Background: Ziegmund entered Paladin training at the age 12 when he was worthy of receiving it. During his first 4 years he was a squire to one Delgor Meintith whom showed him the ropes and taught him the basics of being a paladin. Upon turning 16 he took the Paladin tests and passed with a decent grade and went on his first mission. That mission ended in a disaster with only Ziegmund left alive of the party. No one knows what truly happened and Ziegmund refuses to this day to speak of it. After that the other missions he went on were all relatively successful and he distinguished himself well. He was given leave recently to allow to venture forth in the world on his own to bring the Holy light of the Paladin to those who need it. Traits: Guardian Inhuman Might Quote: "Holy Light, Guide My Sword!" Stats HP: 42 MP: 25 Evasion: 7 Stats Rating Max Strength: 6 2 20 Vitality: 9(11) 3 25 Dexterity: 3 1 15 Intelligence: 6(8) 2 20 Charisma: 7 2 25 Job Abilities: Ability 1: Cover Ability 2: Saint's Cross Epic Ability: Invincible Innate Ability: White Magic Equipment Name Tier Weapon Abilities Right Hand: Sword 2 Reliable, +2INT Left Hand: Metal Ward 2 (6 ARM 6 MARM +1 VIT) Armor: Bone Vest 1 Vit +1 Graft: None Items Gil: 0 Potion x2 Ether x1 Skills: Points Max Preferred Weapon Skill: Sword 3 3 Any Other None Zero Skill: Heavy Armour 3 4 Climbing 2 3 Riding 1 2 Healing 2 3 Swimming 2 4 Survival 1 3 Negotiation 3 3 Trade 3 3 Language(Common,Monster Talk) ARM 13 ACC Bonus 4 EVA 7 M.ARM 8+2 DMG 6x2+1d6 Spell Rank Spells 1 Cure,Restore |
Speaking no language might be a minor issue(we don't get one for free). Your proper Accuracy(assuming you use a Sword) is: 4(3 weapon skill +1 class bonus)
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You actually need to learn the language? I thought you'd start as common with a hume automatically...man. I'll update that in a bit.
There! It's been fixed. Haha, Thanks man. I was editing EVA and ACC at the time and accidentally replaced the EVA with ACC. Thanks for the help. |
I have the stats worked out, I'll post later.
Edit: His current Attributes are: STR:7 DEX:6 VIT:3 INT:7 CHA:7 Any suggestions on how I may want to do it differently? (Im new to this) |
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, Notorious Stats HP: 28 MP: 36 ACC: 3 Evasion: 10 Strength: 3+1, rating 1, 20 Vitality: 6, rating 2, 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: Armor: Temple Cloth ARM 2, M.ARM 7 Items: Craftsman's Tools Gil: 0 Skills: Preferred Weapon Skill: Dagger 3 Any Other None Zero Skill: Language: 2 (Common, Monster) Synthesis(cooking): 4 Lore(monster): 2 Light Armor: 2 Negotiation: 2 Escape: 2 Navigation: 2 Swimming: 2 Survival: 2 Acrobatics: 1 Spells: Rank 1: Homing Laser: 10mp. Single Target. (INTx2)+1d6 nonelemental damage. 25% chance for Confusion. Long Range capable. Lick Wounds: 5mp. Single Target. (VITx2)+1d6 healing. Short Range only. |
Ok, I have Almost everything worked out now, I just need to know how I would work out how to assign numbers to my skills, like lore or disguise. The rule book isn't explaining as well as I'd like it to. Can someone Simplify it?
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Well, since there are about twice as many people here as there were last night, and Krylo took my character concept, I think I may as well not bother with this unless more people are needed.
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Lets see. Your skill point quantities are decided with a combination of the amount of points in intelligence and the base given by your class. For example my character gets 9 plus 14 given by his class. Each skill is modified by an attribute's rating, by being added to rolls but also by deciding the maximum points you can put in which is the rating plus one. For example Synthesis(cooking) is modified by Intelligence and so my character can put a maximum of 4 skill points in it. You distribute as you see proper, typically with at least one i language so that you can talk, but otherwise it is up to you what seems useful or would go well with your character's background. For example, my character has cooking his highest skill due to his background as a cook even if it isn't always useful.
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So I just add my 7 INT to the Red Mages 18 skill points and distribute the 25 to the skills I want? If so then I'll get to work on that now.
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Also, maybe you're right on the armor thing, though it's never stated. In which case I can just leave it as is 'cause I'm pretty sure I'm wearing Tier 1. Annnnd, I'm like 99% sure that it's machine for repairing your grafts. I know it said somewhere but fuck if I can find it now. I remember being unsure if it was systems or machines and having it clarified later on. Quote:
Sorry about that. If you want you can have it back and I'll make a gambler (which I mainly shelved 'cause Naqel's character seemed too close to the tech minded one I had in, uh, mind) or monk instead. Backstory and name would be the same, appearance and skills would change. I was really kind of torn between the three (with a slight inclination toward dk or fighter, though everythin'd change then, and red mage seemed interesting and... well yeah) and decided to go thief 'cause I didn't THINK anyone had expressed interest and thought we'd need a trap/lock/escape monkey. I'm really not that attached to the class or whatever. Kind of like the 'run away male Mithra' thing, but I had a couple other ideas there bouncing around too. Edit, so's no one else does what I did on accidents: Claimed/interested rolls Krogo: Paladin Phil: Entertainer Bard: Red Mage Mena: Ranger Argent: Thief (sorry about that) or Black Mage Naqel: Ranger Myself: I don't actually care, probably a monk if Argent wants thief back, maybe gambler. Overcast: Blue Mage |
I believe so Bard, so go on with your bad self and lets see what happens. On grafts apparently making grafts requires either tinkering or machines which is what the author says very close to each other in the grafts section, but when it comes to repair it seems more useful to have the auto-repair graft which will make sure all those that end up being crippled will repair over time.
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Oh yeah, you're right Bard.
There's also a shared ability to grant you ten more skill points, too, if you want. I grabbed that for my thief because I wanted to be able to afford high scores in all the acrobatic and thiefy things with other points in things I deemed useful for getting money, 'cause I plan on being greedy. |
Here I go. If I made any mistakes, or you have reccomendations, please point them out. And I do need to know what the Acc Bonus on the tier 1 sword is.
Name: Ralts Mauzlin Age: 22 (average) Race: Hume Class: Red Mage Appearance: 5'9 feet tall, 125 LB, White Hair Background: Ralts was born and raised by his mother (his father had died) in a fairly average town with a large library, which was good for him because he had a thirst for knowledge. Although, Ralts didn't want to limit himself to just reading, he would also go out and participate in sporting events and other physical contests. As time went by, Ralts gradually became very skilled at almost everything there was to be done in his town, he was never the best at these, but he was content to take second place if it brought balance t his other skills. It was his large amount of skills that led Ralts to become the apprentice of an accomplished Red Mage, and he spent years patiently studying under the un-named master, and he adopted some of his master's more neurotic and eccentric traits and hobbies while learning from him. After Ralts hit the age of 22, he decided that he had learned all he could in his town. So he bid his mother and teacher good-bye and shoved off to learn as much as he could in the world. Above all-else though, Ralts wants to be remembered by the people in the world. He wants to leave his mark in history as one of the greatest people in every field of knowledge and combat, and for people to look up to him as an inspiration. Quote: *about androgynous* "Don't you judge me, it's not like you don't have a hobby others don't approve of." Traits: Androgynous, Intuitive Stats HP: 17 MP: 21 ACC: 4 Evasion: 7 ARM: 6 MARM: 10 Strength: 7 (8 with Temple Cloth) Vitality: 3 Dexterity: 5 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: To be entered once I understand the system Preferred Weapon Skill: Swords 3 Other Skills Healing: 3 Disguise:3 Language:2(common, ancient) Inquiry:2 Trade:2 Negotiation: 2 lore:1(history) Awareness:2 Acting:2 Navigation:2 Light Armor:1 Spell Rank Spell 1 Blizzard (3 MP) __________________ |
If you are going to have Intuitive I think I have a better idea to replace my Cryptic trait so more edits cometh.
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Krylo's right about the Evasion thing. Kinda disappointed I didn't catch that myself, though.
Naqel's Evasion should be 10, while Bard's should be 8. Overcast, I'd use a dagger instead of a katana, to shift some focus away from Strength to Dexterity. Katanas really aren't worth using unless you're a Samurai, from my experience either. I'll also take this time to warn you all that I'm not really going to hold back as a GM. If the party gets wiped out then everyone's dead. If you're unconscious with poison at the end of a battle and nobody has an antidote, you'll need to make a vitality check. Generally, don't expect your characters to live through a dangerous situation if they don't take proper actions. Unless, of course, you have enough Destiny Points to Cheat Death. Still, what's the fun without an element of risk? |
Bard, I love the fact that your initials are RM. Well played.
Oh, and because of the way stats work, you effectively need multiples three of anything to see real benefit. Enough to raise your rating. Other than int and vit which affect your mp/hp. Though as a red mage I can't think of what I'd want to reduce there. Cha rating = magic damage, and so you'll want to pump that more asap, while int = mp, so again, you'll want to raise that a bunch soon as possible, and strength = melee damage sooo, yeah. And I've got no problem with you not holding back. A character death can really make an RP seem more epic or whatever so long as it doesn't feel cheap and adds a proper sense of danger to the setting. |
Alright so the str is down, int is up, as is cooking and monster lore so that he doesn't end up poisoning anyone, a little bit more MP and a switch from pollen which would be more useful as someone supportive and striking with the fighters to learn new moves to homing laser so he can smash his opponents and get the food faster.
Slight switch, but still rather nice. |
While my character could use maybe some tinkering in different areas, I think that would overall bring it down what with the balance theme of the Red Mage and all. I'm going to look over the character sheet awhile and see what I can do ,maybe move a DEX point to INT or CHA, but in so far it seems that this is it.
Also, I couldn't find the ACC bonus of the tier 1 sword. Anyone mind filling me in on it? |
ACC is equal to class bonus + weapon skill. You have three in your weapon skill and Red Mages get a plus one bonus to ACC, so your ACC bonus is 4.
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Thanks. While I was at it, I moved a Dex point to INT for an extra MP point.
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...That's actually kinda creepy.
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Hey, Overcast, your INT's two too high. Humes are stuck at 10 max for attributes at first level (p. 4). Bard, Red Mages can't use shields, 'cause shields are heavy armor (p. 103) unless you're a White Mage with Shieldbearer (p. 64). Also, you need to have at least one point in Light Armor skill in order to get the +1 STR from your Temple Cloth and not take a -2 penaltiy to "actions," whatever that means (p. 76). I'm sorry to nitpick, I invite fine combing of my sheet for errors.
Also, we need a White Mage. Also also, weather may conspire to trap me in a terrible place with no internet from tomorrow morning until possibly Monday afternoon. Just thought I'd give a heads up. |
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Should I just keep running over sheets for errors? It's really slowing down my drinking, and I may have to be sober for the next couple days.
Oh, and a question for Truce. Should we describe our clothes that never change no matter what we equip like everybody in Final Fantasy ever (except for, like, Dress sphere people and maybe XI I don't know I didn't play it), or should we just leave it alone and all be dressed in identical Temple Robes and Nomad's Outfits? |
Seems like a good idea to me.
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Clothes won't change, unless it's a plot point. Though, I'd prefer that the type of clothing you wear matches the type of armor you're wearing.
For instance, no running around in bikinis if you're supposed to be wearing heavy armor. Also, I'd like to thank everyone for their help so far. |
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Geh, forgot that little bit. Kills my thoughts on upping his intellect since it offers no serious bonuses to start with and I'd be better off adding to it as he levels up.
Caspin is taking a back and forth stance with, "He wears whatever light armor he has on, but white no matter what color it is supposed to be." but since we can wear whatever we want I'm keen to changing it up. |
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Hey, Truce, how long have we been members of the Adventurers Guild, and should we all know each other at the beginning of this?
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I've mentioned it to a couple people already, but I'm going to break everybody up into smaller groups, so I don't mind having more people sign up. Just don't expect me to be posting to multiple times everyday; even if we had just one small group, I wouldn't be able to do that. I will aim to post consistently though.
The format of the game, as I've said before, is a series of missions handed out by the guild. At first, I'll assign you to a mission on what I feel are somewhat balanced teams, but hopefully we'll be able to mix and match later. It might even be necessary, if some people can't make it to a game. Phil: You're all relatively new members, roughly a year in the guild. While you should know each other though, you don't have to be friends with them; merely acquaintances unless you discuss it with someone else. |
I decided on my spells. I might change Swift Etude to Herculean Etude if we get more than one front-line fighter. krogo's like the only guy who uses STR for damage. Also, screw you making animate objects at no cost is too cool to pass up.
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Ok, appearance and background have been added. I'd say my sheet is finished.
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