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Final Fantasy Basic (Recruiting)
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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6451982" data-attributes="member: 6755061"><p><span style="color: #333333"><span style="font-family: 'Lucida Grande'"><em>A great darkness shrouded the world. The wind died. The sea raged. The earth began to decay. Only a prophecy kept hope alive in people's hearts.</em></span></span></p><p></p><p><span style="color: #8b4513"><span style="font-family: 'Lucida Grande'"><em>"When a darkness veils the world, four warriors of light shall come."</em></span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Lucida Grande'"><em>And after journeying far, four young warriors did at last appear. In the hands of each, a mysterious crystal.</em></span></span></p><p><span style="color: #333333"><span style="font-family: 'Lucida Grande'"><em></em></span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Lucida Grande'">This will be an experiment in running a campaign based on the original Final Fantasy video game, using the Rules Cyclopedia version of D&D. Player characters will take on the roles of the Warriors of Light, prophecied to save the world from Chaos. We will be using Final Fantasy as the basis for the plot and general structure of the game, but also using elements from RC D&D as well, such as intertwining the elements with the Spheres of Power. More on that later.</span></span></p><p></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333">I'd like to have at least four players to take on each of the four "Warrior of Light" roles - Air (Thief), Earth (Fighter), Fire (Magic-User), and Water (Cleric). Any characters after that can double up on one of the classic four classes or play an elf, dwarf, halfling, or mystic. </span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333"></span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333">If you aren't familiar with the BECMI/RC version of D&D, don't sweat it. Character creation is a snap and I will guide you through it. For those who are familiar with it...</span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333"></span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333">Roll 4d6, drop the lowest for ability scores and arrange as desired.</span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333">Max HP at 1st level.</span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333">We will be using Weapon Mastery optional rules, but not General Skills.</span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333">All characters get 120 gold pieces with which to buy armor, weapons, and gear. Potions of Healing and Antidote (3 HD or less) can be purchased for 50 gp each.</span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333"></span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333">There are some house rules in effect but we can go over those later. </span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333"></span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333">I update my PbPs once a week and this one, if there's enough interest to get it started, will update on Sundays. Let me know if you have any questions.</span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333"></span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333"><strong>Pregenerated Characters</strong></span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333"></span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333"></span></span>[sblock=Cleric]</p><p></p><p>You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a Cleric of Light, the ancient religion of the Sky People. You have an affinity for Elemental Water and the Time Sphere of Power and you carry a darkened crystal with a greenish-blue coloring to it. </p><p></p><p>Class: Cleric</p><p>Level: 1</p><p>Element: Water</p><p>Sphere: Time</p><p>Alignment: Neutral</p><p></p><p>XP: 0 (+10% bonus)</p><p>XP for next level: 1500</p><p></p><p>Str: 14 (+1)</p><p>Int: 12 (+0)</p><p>Wis: 16 (+2)</p><p>Dex: 10 (+0)</p><p>Con: 15 (+1)</p><p>Cha: 13 (+1)</p><p></p><p>HP: 7</p><p>AC: 2</p><p></p><p>War Hammer - +1 to hit, 1d6+1 damage</p><p>Sling + 30 pellets - +0 to hit, 1d4 damage, range: 40 (+1 to hit)/80 (no adjustment to hit)/160 (-1 to hit)</p><p></p><p><strong>Saves</strong></p><p></p><p>Death Ray/Poison: 11</p><p>Magic Wands: 12</p><p>Paralysis/Turn to Stone: 14</p><p>Dragon Breath: 16</p><p>Rod/Staff/Spell: 15</p><p></p><p><strong>Turning Undead</strong></p><p></p><p>Roll 2d6 to determine success then roll 2d6 to determine number of hit dice of undead affected.</p><p></p><p>Skeleton: 7</p><p>Zombie: 9</p><p>Ghoul: 11</p><p></p><p><strong>Spells</strong></p><p></p><p>Gained at 2nd level.</p><p></p><p><strong>Equipment</strong></p><p></p><p>Warhammer</p><p>Sling + 30 pellets</p><p>Plate Armor</p><p>Shield</p><p>Holy Symbol</p><p>17 Gold Pieces</p><p></p><p><strong>Weapon Mastery</strong></p><p></p><p>War Hammer - Basic</p><p>Sling - Basic[/sblock]</p><p></p><p>[sblock=Fighter]</p><p></p><p>You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a capable warrior. You have an affinity for Elemental Earth and the Matter Sphere of Power and you carry a darkened crystal with a brownish coloring to it. </p><p></p><p>Class: Fighter</p><p>Level: 1</p><p>Element: Earth</p><p>Sphere: Matter</p><p>Alignment: Lawful</p><p></p><p>XP: 0 (+10% bonus)</p><p>XP for next level: 2000</p><p></p><p>Str: 16 (+2)</p><p>Int: 10 (+0)</p><p>Wis: 12 (+0)</p><p>Dex: 14 (+1)</p><p>Con: 15 (+1)</p><p>Cha: 13 (+1)</p><p></p><p>HP: 9</p><p>AC: 3</p><p></p><p>Normal Sword - +2 to hit, 1d8+2 damage</p><p>Long Bow + 20 Arrows - +1 to hit, 1d6 damage, range: 70 (+1 to hit)/140 (no adjustment to hit)/210 (-1 to hit)</p><p>Dagger - +2 to hit (+1 to hit when thrown), 1d4+2 damage, range: 10 (+1 to hit)/20 (no adjustment to hit)/30 (-1 to hit)</p><p>Spear - +2 to hit (+1 to hit when thrown), 1d6+2 damage, range: 20 (+1 to hit)/40 (no adjustment to hit)/60 (-1 to hit)</p><p></p><p><strong>Saves</strong></p><p></p><p>Death Ray/Poison: 12</p><p>Magic Wands: 13</p><p>Paralysis/Turn to Stone: 14</p><p>Dragon Breath: 15</p><p>Rod/Staff/Spell: 16</p><p></p><p><strong>Combat Options</strong></p><p></p><p>Lance Attack - Double damage dice with a lance when attacking from a charging mount (mount must move at least 20 yards.</p><p></p><p>Set Spear vs. Charge - Double damage dice with a spear, pike, sword shield, or lance vs. a charging opponent (opponent must move at least 20 yards before reaching the character). Spear attack interrupts opponent's attack and prevents it if the opponent is killed. Set Spear vs. Charge may only be used when the character has initiative and usually only in the first round of combat.</p><p></p><p>(More combat options are gained at 9th level.)</p><p></p><p><strong>Equipment</strong></p><p></p><p>Normal Sword</p><p>Long Bow + 20 Arrows</p><p>Dagger</p><p>Spear</p><p>Chain Mail</p><p>Shield</p><p>9 Gold Pieces</p><p></p><p><strong>Weapon Mastery</strong></p><p></p><p>Normal Sword - Basic</p><p>Long Bow - Basic</p><p>Dagger - Basic</p><p>Spear - Basic[/sblock]</p><p></p><p>[sblock=Magic-User]</p><p></p><p>You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a capable wizard. You have an affinity for Elemental Fire and the Energy Sphere of Power and you carry a darkened crystal with a reddish coloring to it. </p><p></p><p>Class: Magic-User</p><p>Level: 1</p><p>Element: Fire</p><p>Sphere: Energy</p><p>Alignment: Chaotic</p><p></p><p>XP: 0 (+10% bonus)</p><p>XP for next level: 2500</p><p></p><p>Str: 10 (+0)</p><p>Int: 16 (+2)</p><p>Wis: 14 (+1)</p><p>Dex: 13 (+1)</p><p>Con: 15 (+1)</p><p>Cha: 12 (+0)</p><p></p><p>HP: 5</p><p>AC: 8</p><p></p><p>Dagger - +0 to hit (+1 to hit when thrown), 1d4 damage, range: 10 (+1 to hit)/20 (no adjustment to hit)/30 (-1 to hit)</p><p>Staff - +0 to hit, 1d6 damage</p><p></p><p><strong>Saves</strong></p><p></p><p>Death Ray/Poison: 13</p><p>Magic Wands: 14</p><p>Paralysis/Turn to Stone: 13</p><p>Dragon Breath: 16</p><p>Rod/Staff/Spell: 15</p><p></p><p><strong>Spells</strong></p><p></p><p>You can memorize and cast one 1st level spell per day. You will gain more spells per level as you advance. </p><p></p><p>1st Level Spells Memorized: Sleep </p><p></p><p><em>Spellbook</em></p><p></p><p>Your spellbook contains all of the spells you know and may be added to anytime you acquire a new spell by finding a scroll or spellbook in an adventure, or by studying at an arcane library available in most towns.</p><p></p><p>1st Level Spells: Read Magic, Sleep</p><p></p><p><strong>Equipment</strong></p><p></p><p>Dagger</p><p>Staff</p><p>Spellbook</p><p>112 Gold Pieces</p><p></p><p><strong>Weapon Mastery</strong></p><p></p><p>Dagger - Basic</p><p>Staff - Basic[/sblock]</p><p></p><p>[sblock=Thief]</p><p></p><p>You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a skilled thief. You have an affinity for Elemental Air and the Thought Sphere of Power and you carry a darkened crystal with a whitish blue coloring to it. </p><p></p><p>Class: Thief</p><p>Level: 1</p><p>Element: Air</p><p>Sphere: Thought</p><p>Alignment: Neutral</p><p></p><p>XP: 0 (+10% bonus)</p><p>XP for next level: 1200</p><p></p><p>Str: 14 (+1)</p><p>Int: 12 (+0)</p><p>Wis: 10 (+0)</p><p>Dex: 16 (+2)</p><p>Con: 13 (+1)</p><p>Cha: 15 (+1)</p><p></p><p>HP:5</p><p>AC: 5</p><p></p><p>Normal Sword - +1 to hit, 1d8+1 damage</p><p>Long Bow +20 Arrows +2 to hit, 1d6 damage, range: 70 (+1 to hit)/140 (no adjustment to hit)/210 (-1 to hit)</p><p></p><p><strong>Saves</strong></p><p></p><p>Death Ray/Poison: 13</p><p>Magic Wands: 14</p><p>Paralysis/Turn to Stone: 13</p><p>Dragon Breath: 16</p><p>Rod/Staff/Spell: 15</p><p></p><p><strong>Thief Abilities</strong></p><p></p><p>Open Locks: 15%</p><p>Find Traps: 10%</p><p>Remove Traps: 10%</p><p>Climb Walls: 87%</p><p>Move Silently: 20%</p><p>Hide in Shadows: 10%</p><p>Pick Pockets: 20%</p><p>Hear Noise: 30%</p><p></p><p>Back Stab: If the thief is undetected, a special backstab attack may be performed with a +4 to hit and double damage dice.</p><p></p><p><strong>Equipment</strong></p><p></p><p>Normal Sword</p><p>Long Bow + 20 Arrows</p><p>Leather Armor</p><p>Thieves' Tools</p><p>20 Gold Pieces</p><p></p><p><strong>Weapon Mastery</strong></p><p></p><p>Normal Sword - Basic</p><p>Long Bow - Basic[/sblock]<span style="font-family: 'Lucida Grande'"><span style="color: #333333"></span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333"></span></span></p><p><span style="font-family: 'Lucida Grande'"><span style="color: #333333"></span></span></p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6451982, member: 6755061"] [COLOR=#333333][FONT=Lucida Grande][I]A great darkness shrouded the world. The wind died. The sea raged. The earth began to decay. Only a prophecy kept hope alive in people's hearts.[/I][/FONT][/COLOR] [COLOR=#8b4513][FONT=Lucida Grande][I]"When a darkness veils the world, four warriors of light shall come."[/I][/FONT][/COLOR] [COLOR=#333333][FONT=Lucida Grande][I]And after journeying far, four young warriors did at last appear. In the hands of each, a mysterious crystal. [/I][/FONT][/COLOR] [COLOR=#333333][FONT=Lucida Grande]This will be an experiment in running a campaign based on the original Final Fantasy video game, using the Rules Cyclopedia version of D&D. Player characters will take on the roles of the Warriors of Light, prophecied to save the world from Chaos. We will be using Final Fantasy as the basis for the plot and general structure of the game, but also using elements from RC D&D as well, such as intertwining the elements with the Spheres of Power. More on that later.[/FONT][/COLOR] [FONT=Lucida Grande][COLOR=#333333]I'd like to have at least four players to take on each of the four "Warrior of Light" roles - Air (Thief), Earth (Fighter), Fire (Magic-User), and Water (Cleric). Any characters after that can double up on one of the classic four classes or play an elf, dwarf, halfling, or mystic. If you aren't familiar with the BECMI/RC version of D&D, don't sweat it. Character creation is a snap and I will guide you through it. For those who are familiar with it... Roll 4d6, drop the lowest for ability scores and arrange as desired. Max HP at 1st level. We will be using Weapon Mastery optional rules, but not General Skills. All characters get 120 gold pieces with which to buy armor, weapons, and gear. Potions of Healing and Antidote (3 HD or less) can be purchased for 50 gp each. There are some house rules in effect but we can go over those later. I update my PbPs once a week and this one, if there's enough interest to get it started, will update on Sundays. Let me know if you have any questions. [B]Pregenerated Characters[/B] [/COLOR][/FONT][sblock=Cleric] You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a Cleric of Light, the ancient religion of the Sky People. You have an affinity for Elemental Water and the Time Sphere of Power and you carry a darkened crystal with a greenish-blue coloring to it. Class: Cleric Level: 1 Element: Water Sphere: Time Alignment: Neutral XP: 0 (+10% bonus) XP for next level: 1500 Str: 14 (+1) Int: 12 (+0) Wis: 16 (+2) Dex: 10 (+0) Con: 15 (+1) Cha: 13 (+1) HP: 7 AC: 2 War Hammer - +1 to hit, 1d6+1 damage Sling + 30 pellets - +0 to hit, 1d4 damage, range: 40 (+1 to hit)/80 (no adjustment to hit)/160 (-1 to hit) [B]Saves[/B] Death Ray/Poison: 11 Magic Wands: 12 Paralysis/Turn to Stone: 14 Dragon Breath: 16 Rod/Staff/Spell: 15 [B]Turning Undead[/B] Roll 2d6 to determine success then roll 2d6 to determine number of hit dice of undead affected. Skeleton: 7 Zombie: 9 Ghoul: 11 [B]Spells[/B] Gained at 2nd level. [B]Equipment[/B] Warhammer Sling + 30 pellets Plate Armor Shield Holy Symbol 17 Gold Pieces [B]Weapon Mastery[/B] War Hammer - Basic Sling - Basic[/sblock] [sblock=Fighter] You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a capable warrior. You have an affinity for Elemental Earth and the Matter Sphere of Power and you carry a darkened crystal with a brownish coloring to it. Class: Fighter Level: 1 Element: Earth Sphere: Matter Alignment: Lawful XP: 0 (+10% bonus) XP for next level: 2000 Str: 16 (+2) Int: 10 (+0) Wis: 12 (+0) Dex: 14 (+1) Con: 15 (+1) Cha: 13 (+1) HP: 9 AC: 3 Normal Sword - +2 to hit, 1d8+2 damage Long Bow + 20 Arrows - +1 to hit, 1d6 damage, range: 70 (+1 to hit)/140 (no adjustment to hit)/210 (-1 to hit) Dagger - +2 to hit (+1 to hit when thrown), 1d4+2 damage, range: 10 (+1 to hit)/20 (no adjustment to hit)/30 (-1 to hit) Spear - +2 to hit (+1 to hit when thrown), 1d6+2 damage, range: 20 (+1 to hit)/40 (no adjustment to hit)/60 (-1 to hit) [B]Saves[/B] Death Ray/Poison: 12 Magic Wands: 13 Paralysis/Turn to Stone: 14 Dragon Breath: 15 Rod/Staff/Spell: 16 [B]Combat Options[/B] Lance Attack - Double damage dice with a lance when attacking from a charging mount (mount must move at least 20 yards. Set Spear vs. Charge - Double damage dice with a spear, pike, sword shield, or lance vs. a charging opponent (opponent must move at least 20 yards before reaching the character). Spear attack interrupts opponent's attack and prevents it if the opponent is killed. Set Spear vs. Charge may only be used when the character has initiative and usually only in the first round of combat. (More combat options are gained at 9th level.) [B]Equipment[/B] Normal Sword Long Bow + 20 Arrows Dagger Spear Chain Mail Shield 9 Gold Pieces [B]Weapon Mastery[/B] Normal Sword - Basic Long Bow - Basic Dagger - Basic Spear - Basic[/sblock] [sblock=Magic-User] You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a capable wizard. You have an affinity for Elemental Fire and the Energy Sphere of Power and you carry a darkened crystal with a reddish coloring to it. Class: Magic-User Level: 1 Element: Fire Sphere: Energy Alignment: Chaotic XP: 0 (+10% bonus) XP for next level: 2500 Str: 10 (+0) Int: 16 (+2) Wis: 14 (+1) Dex: 13 (+1) Con: 15 (+1) Cha: 12 (+0) HP: 5 AC: 8 Dagger - +0 to hit (+1 to hit when thrown), 1d4 damage, range: 10 (+1 to hit)/20 (no adjustment to hit)/30 (-1 to hit) Staff - +0 to hit, 1d6 damage [B]Saves[/B] Death Ray/Poison: 13 Magic Wands: 14 Paralysis/Turn to Stone: 13 Dragon Breath: 16 Rod/Staff/Spell: 15 [B]Spells[/B] You can memorize and cast one 1st level spell per day. You will gain more spells per level as you advance. 1st Level Spells Memorized: Sleep [I]Spellbook[/I] Your spellbook contains all of the spells you know and may be added to anytime you acquire a new spell by finding a scroll or spellbook in an adventure, or by studying at an arcane library available in most towns. 1st Level Spells: Read Magic, Sleep [B]Equipment[/B] Dagger Staff Spellbook 112 Gold Pieces [B]Weapon Mastery[/B] Dagger - Basic Staff - Basic[/sblock] [sblock=Thief] You and three others awoke on a beach one afternoon with no memories, though you know your name and that you are a skilled thief. You have an affinity for Elemental Air and the Thought Sphere of Power and you carry a darkened crystal with a whitish blue coloring to it. Class: Thief Level: 1 Element: Air Sphere: Thought Alignment: Neutral XP: 0 (+10% bonus) XP for next level: 1200 Str: 14 (+1) Int: 12 (+0) Wis: 10 (+0) Dex: 16 (+2) Con: 13 (+1) Cha: 15 (+1) HP:5 AC: 5 Normal Sword - +1 to hit, 1d8+1 damage Long Bow +20 Arrows +2 to hit, 1d6 damage, range: 70 (+1 to hit)/140 (no adjustment to hit)/210 (-1 to hit) [B]Saves[/B] Death Ray/Poison: 13 Magic Wands: 14 Paralysis/Turn to Stone: 13 Dragon Breath: 16 Rod/Staff/Spell: 15 [B]Thief Abilities[/B] Open Locks: 15% Find Traps: 10% Remove Traps: 10% Climb Walls: 87% Move Silently: 20% Hide in Shadows: 10% Pick Pockets: 20% Hear Noise: 30% Back Stab: If the thief is undetected, a special backstab attack may be performed with a +4 to hit and double damage dice. [B]Equipment[/B] Normal Sword Long Bow + 20 Arrows Leather Armor Thieves' Tools 20 Gold Pieces [B]Weapon Mastery[/B] Normal Sword - Basic Long Bow - Basic[/sblock][FONT=Lucida Grande][COLOR=#333333] [/COLOR][/FONT] [/QUOTE]
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