The Warring States of NPF

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Krylo 12-07-2010 01:54 AM

Final Fantasy D6: The Dicening; The Signup
 
2 Attachment(s)
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.

phil_ 12-07-2010 02:33 AM

If I say I'm playing Bello again and I'll update him to your tweaks are we cool?

Krylo 12-07-2010 02:33 AM

We cool, broheim.

POS Industries 12-07-2010 02:44 AM

PRASAD KUPOWITZ IS BAAAAAAAACK

phil_ 12-07-2010 03:10 AM

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

Arhra 12-07-2010 03:14 AM

JAAAAAAAADE TOOOOOOOOOO

Krylo 12-07-2010 03:15 AM

Complete reboot, Phil.

This is an alternate dimension.
Quote:

Originally Posted by POS Industries (Post 1092019)
PRASAD KUPOWITZ IS BAAAAAAAACK

I believe you mean JRKASS.

IHateMakingNames 12-07-2010 03:17 AM

A blue mage something. I need to figure out the difference between the races, but Tarut and Moggle are out.


http://www.nuklearforums.com/showpos...30&postcount=3

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

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

Krylo 12-07-2010 03:23 AM

It's a natural ability that the Elvaan have. Basically if someone tries to make them look dumb, they get a +2 on any roll that assists them in not looking dumb.

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

mauve 12-07-2010 03:54 AM

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

Krylo 12-07-2010 03:57 AM

Little too early to say you suck
 
Quote:

Originally Posted by Mauve Mage (Post 1092028)
Hmmmmmm. Last time around pretty much proved I know nothing about these kind of rp's and generally suck at them, but I'm willing to take another shot at it if you're willing to put up with me. I'd probably bring back Elsa or Irving.

Did you even get a chance to post?

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

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

phil_ 12-07-2010 04:57 AM

I have to wake up in four hours! Yay!

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

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

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

Job Abilities:
Flirt
Mimic

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

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

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

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

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

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

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

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

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

Krylo 12-07-2010 05:13 AM

MP should be 23, as opposed to 26, with new Entertainer HP/MP modifiers (not that it matters, Entertainers can only use MP via miming).

Everything else looks right on a quick glance.

Gonna allow Cute trait.

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

phil_ 12-07-2010 05:25 AM

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

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

But it was wrong, good catch.

Krylo 12-07-2010 05:28 AM

Forgot about the racial.

Que Sera Sera.

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

Arhra 12-07-2010 06:28 AM

Hmm, hope this is all right. Quick update of the old sheet.

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

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

Traits: Grand Entrance, Hotshot Driver

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

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

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

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

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

Items
Potion

Gil: 150

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

CelesJessa 12-07-2010 08:34 AM

Aah it's been so long since I've joined one of these.
 
I want to join but I'm torn between two different things: a no-nonsense, stick-up-the-ass Dragoon, or a theif(who, personality wise, would be pretty much the opposite.). Help me choose, guys.

phil_ 12-07-2010 10:39 AM

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

Krylo 12-07-2010 01:35 PM

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

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

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

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

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

Menarker 12-07-2010 01:45 PM

Thinking of coming back using the template of my old character. (Ark, the dragoon with 1 dex and 1 cha =P)

I'll have to look though.

Dracorion 12-07-2010 01:56 PM

Damn.

I've also been writing a Dragoon character sheet.

Riin Whitewind 12-07-2010 02:05 PM

The answer is obvious.

A party of four dragoons.

Geminex 12-07-2010 02:08 PM

Screw you for making this when I'm out of time. -.-

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

Krylo 12-07-2010 02:10 PM

But seriously, I doubt it'll be a problem. Depends on how the story goes.
 
It would be if I liked you.

McTahr 12-07-2010 02:23 PM

Too late to try and dibs an open character slot?

Krylo 12-07-2010 02:29 PM

It is not. But it will be soon.

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

McTahr 12-07-2010 02:30 PM

Hardcore dibs on it then. I'll roll up a gambler tonight.

mauve 12-07-2010 02:42 PM

Last time I came up with a male Red Mage and a female Dark Knight. I'm cool with bringing back either one, so I'll play whichever you guys would prefer to have on a team.

CelesJessa 12-07-2010 03:35 PM

Looks like I'll be doing a thief since other people want to be a Dragoon. That's cool with me.

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

phil_ 12-07-2010 03:41 PM

According to my records, that Red Mage had Cure I and no one has offered to be a White Mage. But, that's why you played him before, so, yeah. Let me continue my archive trawl.

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

Riin Whitewind 12-07-2010 03:49 PM

Round One of edits.
 
Name: Jhennek Scriven
Age: 7
Race: Tarut
Class: Black Mage

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

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


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

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


Traits:

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

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


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


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


Job Abilities: Black Magic

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

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


Equipment:

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

Items:
Mothballs

Gil: 100


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


Spells:

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

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

---

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

Bard The 5th LW 12-07-2010 03:50 PM

Oh no, I will fucking MAKE time to join this. I'd like to rewrite Raltz a bit if possible.

I'll read up on the system.

Overcast 12-07-2010 03:57 PM

Caspin the cook will be back. Oh yes, he will be back.

phil_ 12-07-2010 04:03 PM

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

Krylo 12-07-2010 04:24 PM

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

Everything else is perfectly sound.


HERP A DERP!

Everything's good.

And now I away to work.

IHateMakingNames 12-07-2010 04:27 PM

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

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

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

Traits: Walking Disaster, Paranoid

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

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

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

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

Items
Gil: 25
Potion x2
Eyedrop x2
Antidote
Glowstone

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


Spells:
Self-Destruct

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

phil_ 12-07-2010 04:45 PM

Quote:

Originally Posted by Krylo (Post 1092103)
Riin: You've got 13 points spent in skills, 3 Awareness, 1 Languages, and 9 on your three lores. With the skill point changes you've only got 9 points to spend.

Characters get a number of skill points at first level listed by their job (Black Mage gets 14), as well as an additional +1 for every point of INT the character possesses (Jehnnek has 12 INT). 14 + 12 = 26, 26/2 =13 skill points. So, yeah, it's supposed to be 13. You forgot the Black Mage or something... I'm actually not sure where 9 came from, to be honest.

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

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

Overcast 12-07-2010 05:32 PM

Name: Caspin Shift
Age: 26
Race: Hume
Class: Blue Mage

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

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

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

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

Traits: Artisan, Outsider

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

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

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

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

Items: Craftsman's Tools
Gil: 0

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


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

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

CelesJessa 12-07-2010 05:37 PM

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

krogothwolf 12-07-2010 06:07 PM

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

Bard The 5th LW 12-07-2010 06:12 PM

I'll try to get Ralts up later.

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

Teal Mage 12-07-2010 06:23 PM

Oh god why does everyone keep reposting their same characters?

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

Or at least another Ralts.

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

IHateMakingNames 12-07-2010 06:26 PM

Teal,
Quote:

Originally Posted by Krylo, via CelesJessa (Post 1092118)
I'm here speaking as Krylo (because he's at work) to say that sign ups are now officially closed, except for placeholders and Teal(who showed interest before the thread was made.)


Teal Mage 12-07-2010 06:30 PM

Oh, silly me.

I totally missed her post!

Dracorion 12-07-2010 06:45 PM

Quote:

Originally Posted by Teal Mage (Post 1092138)
Oh, silly me.

I totally missed her post!

Quote:

Originally Posted by Teal Mage (Post 1092138)
her

I knew it!

phil_ 12-07-2010 07:11 PM

Overcast, you're short 5 MP. 15 +10 INT +2 Job =27 MP. Krylo buffed it.

Overcast 12-07-2010 07:15 PM

Wasn't sure if that was just HP. Editing.

phil_ 12-07-2010 07:22 PM

I went through the liberty of listing out who we have and their Jobs/Races for those who've posted a sheet. I'll edit this with links shortly.

phil_: 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
Teal Mage: White Mage, Hume
Geminex Red Mage, Tarut
POS Industries: Gambler, Moogle

CelesJessa 12-07-2010 08:02 PM

Quote:

Originally Posted by Dracorion (Post 1092142)
I knew it!

What?


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

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

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

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

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

Traits: Agile, Bottomless Pockets,

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


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

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

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

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

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

Dracorion 12-07-2010 08:14 PM

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

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

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

Traits: Competitor, Grudge

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

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

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

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

Strange Attack
Quote:

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

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


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

Items
Potion
Gil: 150

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

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

Menarker 12-07-2010 08:59 PM

When I try looking back at the archives, the earliest discussion threads for this RP done by Truce was discussion 5. Am I missing anything or doing something wrong? Or was it indeed erased?

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

Bard The 5th LW 12-07-2010 09:14 PM

Actually, I'm sort of on the fence about replaying Raltz. I like him, and I don't think I had enough time, but there are other classes I'm interested in.

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

Krylo 12-07-2010 09:45 PM

Quote:

Originally Posted by phil_ (Post 1092108)
Characters get a number of skill points at first level listed by their job (Black Mage gets 14), as well as an additional +1 for every point of INT the character possesses (Jehnnek has 12 INT). 14 + 12 = 26, 26/2 =13 skill points. So, yeah, it's supposed to be 13. You forgot the Black Mage or something... I'm actually not sure where 9 came from, to be honest.

Riin: Phil is right, everything is correct. Change nooooozing. Good job.


Quote:

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

Quote:

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

FOREVER.

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

ANYWAY, everyone else:

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


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

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

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

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

Quote:

Originally Posted by Menarker (Post 1092175)
Also, Krylo: During the FFRP that Truce did previously, he allowed me (and other dragoons) to use the Shared Ability "Animal Companion" to boost up my dragon companion for the dragoon class, following all the rules that entailed. Will that be permissible under your ruling? (Basically, it would be count as an animal companion that could gain the bonuses for that shared ability but having some of them as automatic as per the dragoon's leveling scheme. Like having Loyal trait from the start, it gains Packrat much later on and gains flight near the end game and such.)

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

Edit:

Quote:

Originally Posted by krogothwolf (Post 1092131)
DAMNIT! Serves me right for taking so long before posting in here lol. Poop shoot!

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

Wizardcat 12-07-2010 09:47 PM

Quote:

Originally Posted by CelesJessa (Post 1092118)
I'm here speaking as Krylo (because he's at work) to say that sign ups are now officially closed, except for placeholders and Teal(who showed interest before the thread was made.)

Oh, good. All of us get saved pain. :dance:

CelesJessa 12-07-2010 09:48 PM

Quote:

Originally Posted by Krylo (Post 1092184)

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

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

Krylo 12-07-2010 09:51 PM

Quote:

Originally Posted by Wizardcat (Post 1092185)
Oh, good. All of us get saved pain. :dance:

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

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

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

Wizardcat 12-07-2010 09:54 PM

'Kay, I'll check in now and then.

Overcast 12-07-2010 09:55 PM

Drunk Phil is almost twice as accurate as sober Phil.

CelesJessa 12-07-2010 09:55 PM

Quote:

Originally Posted by phil_ (Post 1092189)
Celes, double check your skill points. I think you get 18 job +4 INT =22/2 =11 skill points. You seem to have 19 points spent. Also, you seem to be missing the DEX rating bonus to your evasion. 3 DEX rating +8 Job = 11 Evasion. Also, you left out your Viera Awareness skill bonus.

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

Krylo 12-07-2010 09:57 PM

Quote:

Originally Posted by CelesJessa (Post 1092193)
Yeaah, I suck at making stat based stuff. I forgot to read all of the changes. I think everything is fixed now.

It is! Unless I missed something.

(b^^)b

phil_ 12-07-2010 09:58 PM

Quote:

Originally Posted by Krylo (Post 1092190)
Edit: Lulz, Drunk Phil is saying the things I already said.

Quote:

Originally Posted by Overcast (Post 1092192)
Drunk Phil is almost twice as accurate as sober Phil.

Drunk Phil made math mistakes that Krylo didn't. I'll save it until I'm sober again.

So excited that you guys are excited, though.

Dracorion 12-07-2010 10:00 PM

Quote:

Originally Posted by Krylo (Post 1092184)
Drac: Accuracy is 5, not 6. You only have 4 maximum polearm skill (which is right in your skills), not 5.

Fixed.

Quote:

Originally Posted by Krylo (Post 1092184)
Quote:

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

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

Wait, whoa, hey whoa.

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

Krylo 12-07-2010 10:02 PM

Quote:

Originally Posted by phil_ (Post 1092195)
I'll save it until I'm sober again.

This could be awhile.
Quote:

Originally Posted by Dracorion (Post 1092196)

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

Anyone can, technically.

Bard The 5th LW 12-07-2010 10:17 PM

I'll try and make up my mind by tomorrow when I get more sleep.

Dracorion 12-07-2010 10:49 PM

Quote:

Originally Posted by Krylo (Post 1092198)
Anyone can, technically.

I am so hot for you right now.

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

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

Menarker 12-07-2010 10:57 PM

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

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

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

Anyhow, here is my character sheet as it is.





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

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

Traits: Inhuman Might, Artisan

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

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

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

Job Abilities:
Ability 1: Scan
Ability 2: Lancet

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

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


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


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


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




Hoping I got everything right...

And Drac, stop copying me! :3

Riin Whitewind 12-07-2010 11:02 PM

Quote:

Originally Posted by Krylo (Post 1092103)
Riin: You've got 13 points spent in skills, 3 Awareness, 1 Languages, and 9 on your three lores. With the skill point changes you've only got 9 points to spend.

Everything else is perfectly sound.

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


Glad everything looks alright, excited for this to begin.

Dracorion 12-07-2010 11:07 PM

Ah, so we're going with normal Wyvern techs for Strange Attacks?

Quote:

Originally Posted by Menarker (Post 1092210)
And Drac, stop copying me! :3

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

McTahr 12-07-2010 11:27 PM

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

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

Quote: "Did I keep you waiting?"

Traits: Grand Entrance
Walking Disaster


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

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

Job Abilities:
Ability 1: Dice
Ability 2: Showstopper

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

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

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

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

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

Menarker 12-08-2010 12:14 AM

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

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

=P

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

Dracorion 12-08-2010 12:22 AM

That...

Is a very good point.

I don't really know.

Menarker 12-08-2010 12:29 AM

Hehe. Maybe if the RP lasts long enough, both of us will have dragons that can be mounted and fly and carry passengers and use spells and all sorts of shit!

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

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

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

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


We should probably have a Piratepad chat for this too!

Dracorion 12-08-2010 12:51 AM

I guess I just assumed that if my dragon couldn't have Mount then Krylo would've said that when I asked him about it.

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

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

And PiratePad doesn't solve everything, you know.

Menarker 12-08-2010 12:57 AM

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

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

IHateMakingNames 12-08-2010 02:39 AM

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

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

Menarker 12-08-2010 02:57 AM

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

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

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

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

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

Krylo 12-08-2010 05:36 AM

Krylo thought he was too tired to deal with any more sheet checking and went to bed.

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

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

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

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

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

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

EDIT:

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

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

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

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

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

Dracorion 12-08-2010 10:50 AM

Quote:

Originally Posted by Krylo (Post 1092265)
As for Drac and his mountable one: Don't care. But he'll have to buy flying and mount if he wants it to fly around with him. And he should realize it's kind of wasted if the game lasts long enough 'cause the Dragoon wyverns eventually become that, anyway. Reason I don't care, though, is that he could just buy a new animal companion with flying mount, and welp.

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

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

Menarker 12-08-2010 11:54 AM

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

Quote:

Further, you'd need to buy attributes, as any 'strange attack' damage would be based off the wyvern's stats.
Oh. Because the dragon companion's power whenever the dragoon would make a crit is based on the dragoon's STR stat, and not anything of their own.

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

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

Suggested request for Strange Attack: *Needs a name*

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

Example 1)

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

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

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

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


What you think?

Anyhow, editted my sheet a bit.

phil_ 12-08-2010 01:41 PM

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

And, yes, I am just waking up now.


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