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Final Fantasy VII - Resurrect the World. [Closed Recruiting for Now]
Heh, I think the above title kinda says it all in terms of content for what type of campaign I plan to be running. That said, no sense typing up a bunch of information regarding it if no one is interested in the slightest.
The campaign will be set post Advent Children (And ignoring Dirge as I so HATE that game. Hehe.) I'm looking for somewhere around 4-5 initial players, with the possibility of others entering later.
What system? Good question! This link http://ffd20.orgfree.com/phpBB2/index.php here, is for d20 varient rules that represent Final Fantasy. They're... okay, probably not the best for 'Seven'.
Beyond that I think I'm willing to fiddle with 3.5, 3.75, 4.0 and anything people can think of. Thoughts?
Alright, short of any worldshaking changes, we'll be using 3.5 edition rules, with some major varients to make it more faithful to the source material (The most major of which will be the addition of a materia system.) That said, all the varients will be additions, not subtractions.
At this time I'm going to be allowing:
Core books (Maybe Psionics, I'm still debating this point in my head.)
Completes
Anything else will be on an ask basis. And I mean ask for material, with referenced page number not just, "Can I have Book of Nine Swords? Kthxbye." Heh.
Setting specific info will follow soon enough, as will the varient rules (See the link above for the basis of the materia system I will be using.)
Alright, I'm going to start with something I shamelessly stole from Jemal's Final Fantasy thread.
*Swordsman/Main Character:
So usually the main character is a Swordsman. Sometimes he's got magic, sometimes he doesn't, but hs main deal is "Swordsman".
Requirements: In THIS game, what that means is that your character must be a primary skilled fighter-type wielding a sword.
Must be Human, must be good Hearted (Though can be neutral aligned to start, so long as Good wins out eventually)
Love Interest 1 & 2:
One or Two women who're interested in the main character romanticaly.
Requirements: Female, good looking, interested romantically in main character, mostly good (Or willing to reform).
Spellcaster:
Someone who focuses on innate magical talent rather than Materia usage. Very rare. ^_^
Requirements: Primary D&D based spellcasting.
Criminal:
A criminal (Or former criminal) with ties to the underworld.
Requirements: Criminal record, ranks in numerous criminal skills.
*Face:
The face of the party, either royalty/celebrity, or just someone who's good with people.
Requirements: Lots of non-combat Social skills.
Mascot:
The creature/Freak/pet that travels with the party. It/he/she is in Intelligent, but NOT normal.
Requirements: Not humanoid.
Other:
Suggestions are acceptable!
Those are pretty much the base Archtypes I'm going to be having for the campaign. As I said, I'm going to be shooting for 4-5 characters initially. Mayhap more. *Shrug.*
As noted above, I'm going to be limiting traditional spellcasters. Specifically, I'm only going to be allowing one D&D based spellcaster.
Every character is going to recieve some sort of 'special' as well. It'll be tailored to your individual character and we'll come up with it as you build them.
Materia Rules!
And this is today's final addition
To start with, there are five types of Materia. Spell, Summon, Support, Command, and Independant. (Green, Red, Blue, Yellow, Purple.) Each has its own varied effects, depicted below.
All materia can level up (Though the amount required is dictated on a case by case basis.) Any materia you have equipped will gain MXP at a rate of 1/10 any XP you recieve. (Thus if you gain 1000 XP, all equipped Materia will gain 100 MXP)
Materia can be set and removed in the space of 1 minute, which provokes an attack of oppertunity each round. They can be set into either weapons or armor, to a maximum of the amount of slots each weapon/armor has. (Which will be given to you when your charachters are complete.
The effects of Materia are as follows.
Spell
Any equipped spell Materia will grant you access to the spell (Or spells) they contain. These spells will be drawn from traditional Final Fantasy style spells rather than D&D type. Ex. A mastered Fire Materia will allow you to cast: Fire, Fire 2, Fire 3.
All players gain MP as if they were a wizard under the spell point Varient rule system. The spellcasting stat is constitution.
(Spells will be forthcoming as I have time to create a sane system for them. ^_^)
Summon
Summon materia are much like Spell Materia in that they drain from the same MP pool. Summon Materia will either summon a creature for a single powerful attack, or as a permanent addition, depending on the Materia.
These will be a while in coming in campaign, so don't worry too much about them.
Support
Support Materia only function when linked to another Green, Yellow, or Red Materia. Each weapon given in campaign will specify linked slots.
These materia are things such as:
All - Changes spell materia into an area of effect rather than single target.
Elemental - Links an element to your Weapon or armor, causing it to deal damage or absorb said element.
And so forth.
Command
Command materia will give additional feats or abilities when set. Examples are:
Sense - Learn target's hit points, Level and weaknesses.
Maximize Spell - Gain the Maximize spell Metamagic feat.
Cleave - Gain the Cleave Feat.
And so forth.
Independant
Independant materia cover everything else. The effects of many 'wonderous items' fall under this category, such as stat boosters, SR items etc.
Final Fantasy 7 - Sephiroth called down a meteor with the help of the Black Materia. His goal was to damage the planet to such an extent that it would gather all of the lifestream to one location to heal the wound. He would take that energy and become a living god, using the planet as his mother did, to travel the cosmos in search of another victim.
The Shinra company, attempting to destroy Sephiroth, fired the 'Sister Ray' cannon directly at the north crater. While this didn't kill him, it allowed a small strike team, the members of AVALANCHE, to move in and ultimately slay Sephiroth.
This was unfortunately not enough to stop Meteor entirely, and the attack dealt massive damage to the city of Midgar, before ultimately being stopped by the ultimate white magic spell 'Holy.'
Advent Children - The years following the Meteor strike were relitively calm. However, shortly after Sephiroth's defeat, a plague began to spread, seemingly at random throughout the world.
This plague was known as Geo-Stigma. Many believed that it was the planet's way of retaliating for the damage that had been done to it. In truth, the plague was the result of Sephiroth and Jenova's cells infecting people, and the lifestream within them attempting to expunge the infection.
With each death, a negitive lifestream began to take form, something Sephiroth hoped to one day use to seize control of the planet.
During this time, several aspects of his personality, remnants of Sephiroth himself, began to work towards his Resurrection. This culminated with an attack on the city of Edge, built from the wreckage of Midgar.
Ultimately, both the aspects of Sephiroth, and the villian himself were killed by Cloud Strife in an epic battle atop the former Shinra headquarters. Shortly thereafter, a healing rain fell upon most of the world, cleansing away nearly all of the Geo-Stigma.
What the players know:
Final Fantasy 7 - Sephiroth's reasons for his actions are mostly unknown. Most assumed that the former hero had simply gone mad. Regardless, the Shinra company was there to deal with him once and for all, their massive strike not only killing the traitorous former SOLDIER, but slaying the Diamond Weapon in the bargain.
The public has no explination for why Meteor did not strike as intended, save that the planet itself defended them.
Advent Children - The healing of the plague is once more attributed to the planet giving back, though it challenged public perception that the plague was anything to do with the planet at all.
As for the attack on Edge and the massive battle resulting from it, Shinra once again saved the day. Though ordinary citizens were seen fighting off the rampaging beasts, it was two members of the turks, and a blond SOLDIER 1st Class, that were ultimately responsible for saving the city from the bulk of the damage.
Resurrect the World - Eight years have passed since the Meteor strike. The planet was quiet for four years after the Geo-Stigma passed, but at last a new threat had emerged.
Throughout the world, the land began to grow dark and brittle, plants and animals dying off while monsters began to spring from nowhere. These deadlands eminated from old Mako reactors, spreading slowly but inexorably outward.
Midgar is so far the worst, the city overrun with monsters, the expanding deadlands slowly working towards the nearby city of Edge.
People are scared, and in their fear they turned against those seemingly responsible, striking at the Shinra corperation, mobs destroying their business' killing their workers and sending even Rufas Shinra underground, as if blood would appease the angry planet...
Alrighty, now that I've got a handle for things, character creation is as follows.
Core Rulebooks.
Complete Rulebooks (Excepting Psionics.)
Tome of Battle
PHB 2
Any other sources are on an ask me specifics basis.
32 Standard Point Buy.
Max HP at all levels.
Level 12.
Standard Wealth for level 12. Do not buy weapons or anything that gives an 'Armor' Bonus. (Note: Any equipment that you buy at this stage will be with you throughout the campaign. I will allow you to spend GP to upgrade this equipment, but you will not be able to purchase additional wonderous items, finding them only as treasure.)
To save yourself time, I would suggest running anything you think might be... difficult, by me first. Make sure we agree on the concept before you go into specifics. Hehe.
Alright, a final update. Having finally made my decision upon armor, I bring to you thus! For this campaign, characters will use the Defense Bonus rules seen here:
ditto.
Also, I don't think 4e provides the style of play & detailed customization I'd want with a final fantasy type of game. I think 3.5 would be the way to go.
Well, at the very least I've got some interest in it so far. *Chuckles.* And it looks like 3.5 is the way to go. I'll be updating with a bit of 'backstory' in the main post in a day or three.
In the meantime? I'd like even just general concepts that people might want to play in a setting such as this. Fighter, mage, etc. I'll be selecting one player as the 'starting' character, for a quick scene to start the campaign, then introducing pretty much all the remaining cast within the space of one encounter.
I'd want to play a fighter/monk, gestalt if you'd allow it.. With flurry of blows and Whirling Steel Strike I could live my dream of playing a Cloud like character.
The Materia system on that FFd20 site seems to just be for magic item creation, so I don't know what you're planning to do as far as magic-users are concerned, unless you're replacing or modifying that Materia system.
Anyway, I'd probably go with something like a dragoon, ninja, or red mage. I could just play a black mage or white mage type, but I already play pure casters a lot.
With 3.5, for a dragoon I'd go with a Warblade focused on Tiger Claw maneuvers and stances, maybe a few feats from Players' Handbook II. I know to avoid Swooping Dragon Strike or whatever (the maneuver that stuns without a save). Lesser use of Stone Dragon and Iron Heart, and I never learn or use Iron Heart Surge. Not even going to touch White Raven or Diamond Mind with a dragoon-type character.
For a ninja, I'd either go Rogue/Fighter dipping into Shadowdancer later, or straight Swordsage with maybe the monkish-variant mentioned in Tome of Battle, or just dip into Monk before Swordsage. Main disciplines would be of course Shadow Hand, Setting Sun, and Diamond Mind (stealth, finesse over force, and speed). I hardly ever use the Concentration-for-saving-throw-Counters.
For a red mage, I'd think either Cleric/Sorcerer/Fighter/Eldritch Knight, Bard/Cleric/Fighter/Mystic Theurge, Beguiler/Duskblade/Cleric, or just Duskblade/Cleric. I'd prefer one of the last two combos for that, since heavy multiclassing is really harsh on the trying-to-be-slightly-effective department. Otherwise, for the cleric/sorcerer angle, it'd be nice if I could use the Battle Sorcerer variant in Unearthed Arcana (you can find it in the Hypertext D20 SRD as well, under the Variant Rules section).
Anyways, what I'd essentially said was my character will change based on level, but I'm going to try a Finesse character, unarmed. (Monk/swashbuckler most likely). If you'll allow it, I've been wanting to use bladed bracers for a character for some time now. I just can't find them in any source-books.
Basically I'm looking for something that looks like the Neitchzian's bone-blades (From Andromeda), or batman's gauntlets. Mechanically, it would be dual-weapons that enhance unarmed strike damage and allow you to deal slashing/piercing.
Anyways, what I'd essentially said was my character will change based on level, but I'm going to try a Finesse character, unarmed. (Monk/swashbuckler most likely). If you'll allow it, I've been wanting to use bladed bracers for a character for some time now. I just can't find them in any source-books.
Basically I'm looking for something that looks like the Neitchzian's bone-blades (From Andromeda), or batman's gauntlets. Mechanically, it would be dual-weapons that enhance unarmed strike damage and allow you to deal slashing/piercing.
Well it's from 3.0 book Arms & Eguipment Guide, but there's a weapon called Bladed Gauntlet which does pretty much that. Eventhough the description is more of Wolverine's claws than Nietzschean Boneblade...
Alrighty! Starting at the top and working my way down.
Reville: Gestalt is pretty much a no go. I love playing it, hate DMing it, with a passion! The feat I don't have a problem with. =)
Blackrat: Fair enough!
Arkandus: I'm still up in the air on the book of nine swords. On the one hand I love that it balances out casters, on the other... charachters using that material tend to beat other fighters around like rag dolls. *Ponders.* I'll have an answer for you on it tomorrow after I've sat down to read it.
Jemal: The arms and equipment guide is fine if you want it.
Finally, the main post is being updated with additional charachter information and I'm putting up a recruiting call, just to be sure. Tada!
Reville: Gestalt is pretty much a no go. I love playing it, hate DMing it, with a passion! The feat I don't have a problem with. =)
The problem with my concept is that playing a straight monk won't cut it, once you go monk you either stick with or your SOL. My proposal is that my character 'burns' a feat to be able to freely multiclass between fighter and monk.
Reveille - How many lvls are you taking in fighter and why? Is it for the extra hp, extra feats, or the extra BAB? Best suggestion i can give is take the fighter levels first (either 1, 2, or 4 lvls) and THEN multiclass into monk. you don't take the monk restriction on multiclassing until you start taking monk levels, so if you take the fighter first, there's no problem.
Also, Gestalt isn't multiclassing, it's where you get two full classes at the same time.
EDIT: Also, some stuff for Kai:
First, I vote NO on Bo9S, if it matters.
Second, have you thought of/decided on starting stats/level/etc?
Third : Can we buy Materia, or will that be explained later?
Also, Gestalt isn't multiclassing, it's where you get two full classes at the same time.
I'm fully aware of that.
Quote:
Originally Posted by Jemal
Reveille - How many lvls are you taking in fighter and why? Is it for the extra hp, extra feats, or the extra BAB? Best suggestion i can give is take the fighter levels first (either 1, 2, or 4 lvls) and THEN multiclass into monk. you don't take the monk restriction on multiclassing until you start taking monk levels, so if you take the fighter first, there's no problem.
I'd like to be able to multiclass to between monk and fighter in order to gain the fighter bonus feats and expend them in an effort to be best hitter my character can be when it comes to the long sword (cleave, monkey grip, weapon focus chain, imp crit...). Basically I want to be the big ass swordfighter. Flurry of blows helps to gain multiple hits on foes.
My roommate still has book of nine swords stashed away, so my decision on that will have to wait until he wakes up this evening. That said, I'm leaning towards yes methinks.
Reville, for simplicities sake, feel free to multiclass between monk and anything to your hearts content, provided you keep the required lawful alignment. Sound good? =)
Blackrat, Standard 3.5 edition rules. See the most recent main post update (Coming shortly after I update here. Hehe.)
Jemal, No materia at start, though you will be able to shop in game. Starting level, stats etc are included above. (Well, they will be shortly.)
Also note, I have removed the "Best Friend/Relative" Catagory from my suggestions, after finding that it won't work with the plotline. A base overview of the campaign will likely be up within 24 hours of this post.
Ok, that's cool. I think I'll make a multiclass ranger/fighter.
So how would you like to do firearms rules? I have a couple of suggestions. First and one I'd like the best is to treat them exactly like bows. Say a pistol works like a shortbow and rifle like longbow. This has the advantage of simplicity. If you don't like it, my other suggestion is to use D20 modern for this. It's mostly comparative to 3.5 anyways. Here's the firearms part of the SRD: http://www.dominion-x.net/d20-msrd/m...sandarmor.html
So as for my character consept with a bit more depth.
Quote:
Originally Posted by Kai
Other:
Suggestions are acceptable!
The silent mysterious "stranger" (examples: Auron FFX, Shadow FFVI, Vincent FFVII, Amarant FFIX): The only thing revealing an existance in the shadowy corner is a flicker of fire as a cigarette is lit. A dark figure emerges from the shadows and utters a simple phrase in response to all the planning of the group. "Lets go."
The DMG has rules for firearms, though it doesn't have gp costs for modern-era guns. Renaissance-era guns in the DMG can only be fired every other round, though. FF tends to have semi-modern tech, though. A modern repeater rifle or automatic rifle in the DMG can fire many times before reloading. They're at the end of the World Building chapter, but I'm not sure if it's in the same place in the 3.5 DMG.