[FULL] [FF] Saints and Lucavi

GnomeWorks

Adventurer
Saints and Lucavi
A Tale of the World of Ivalice

The world has changed. Airships fly overhead. The world grows larger, and yet smaller at the same time. New skills are developed. New weaponry. New knowledge is found. Most compelling of modern news, however, is this: the Lucavian Sect has uncovered the Germonik Scriptures. Where they got it from, no one knows, but they are said to have made a deal with the Glabados Church, and the Lucavian Sect is now allowed to preach the word of the Lucavi where they may, without interference by Glabados or any under their control. There is even rumor that the church may take the Lucavian Sect in, and their preachings may be made canon! However, with the Lucavian Sect Priests preaching about how the world wouldn’t exist without the Lucavi, and how only true power comes from them, this rumor can’t possibly be true…

Trouble brews. It’s been several hundred years since a widespread conflict in the land of Ivalice, and you can tell – the air is charged with tension, and lately, things have been changing… rumors from the city of Goug imply that the Moogles, the race that helped humanity create their technological wonders, have been found again! Ships that have traveled to the west, such as those of Christoforo Tethysia, have returned, and with tales of foreign lands and strange creatures.

Not all change is good, however. Some of those who inhabit the new lands to the west – called Tethys, in honor of its discoverer – are inhospitable to humanity. But those who inhabit Tethys and its vast and varied landscapes aren’t the only danger in modern Ivalice…

Other rumors from Goug speak of an underground passage that goes beneath the sea between Goug and the mainland, heading north. It is said that there is a massive necropolis there, a city so long-lost that it’s name has been forgotten. There are those who said that they knew the name of that place – but they died shortly after the city had been purportedly uncovered, their bloody and mangled remains obviously destroyed by some supernatural force.

But what does that have to do with you? Well, very little, of course. You’re the children of some of the first settlers of Tethys, and you’ve gotten along rather well with the natives… or, if you’re a native, you’ve come to appreciate what the travelers have brought and trade. Living in an uneasy balance, things are just beginning to slow down when the first attack begins: a dead, mangled man, and a Viera torn into pieces.

Anger erupts. Each side declares war on the other, and now the small village that is your home has been fortified. Those few of the various native races that have sided with the humans are there, as well – though they aren’t well-trusted by the humans or the resident moogles. Some know of the rumors of the deaths in Goug, though, and they know that this might be something along the same lines… but there aren’t any excavations here, so how did something get unleashed, if there is something at all?

What you believe is up to you, but tensions are mounting. The people of both Tethys and Ivalice are preparing for war, and though it’s only a small settlement against a few tribes of natives, events in Ivalice’s past have started as small conflicts and erupted into nation-destroying events. Fear is rampant on both sides of what will happen, but neither sees a choice.

Trouble brews…


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Well, welcome, one and all! This is the introduction for the Final Fantasy game that I mentioned wanting to run a few months ago (or was it a few months ago? I can't remember...).

Yes, I know that, when I first stated that I was considering running this, that I would use a sickening conglomeration of d20, FFT, and FFTA. However, having since started work on creamsteak’s FF rules (don’t know how I got onboard… just kinda happened, I suppose :)), I’ve decided that I’ll stick with d20. We all know it and love it, and it’ll help work out the conversion rules.

So, what’s that mean? That means that everything that will be thrown at you for game mechanics will be fully untested and WotC unapproved! So, if you’re looking for a story and don’t mind making some adjustments to your characters every now and then as I uncover fatal flaws, then feel free to join up! If you’re a munchkin who can’t wait to exploit every loophole he finds… well, while I won’t let you go completely nuts with rules that are obviously broken, if you’re willing to point out things that are broke (and possibly provide ideas for fixing them), then hop on board!

Now, as you can tell, I’ve made several modifications to the world of Ivalice. These modifications are for a few reasons: 1) I wanted to avoid the time period that Ramza and all the other characters of FFT show up in. 2) I wanted to expand your options. 3) I wanted a fresh storyline that was still reminiscent of FFT.

The trappings of FFT are still there… just changed a little. Underneath, you’ll (hopefully) find the same good ol’ intrigue and backstabbing (or maybe just stabbing in general) that was in the original FFT game. But it’s different enough in enough ways that, while things will be recognizable, they won’t be quite the same.

I’m looking for five to seven players for this game. I don’t mean to discriminate, but I would prefer it if you have some degree of experience with the d20 System and PbP’s in general. With the amount of hacked rules and conversions this thing is going to consist of, it will definitely not be for the beginning player or for someone who isn’t familiar with how PbP works.

I'm hoping that this will be an RP-heavy game. That means that I would appreciate it if your characters had well-done backgrounds and thought-out personalities. While I don't expect a twenty-page essay, I would appreciate some degree of thought and work. If you're looking for a light-hearted hack'n'slash game, then I'm afraid this game isn't for you.

For posting guidelines, once every two or three days is good, though more often may be required for PC-to-PC RPing. I will update as character action requires.

If you're interested in influencing the game, but don't want a PC spot, you may want to be an NPC - you won't get into combat and won't have to deal with any mechanics, but you control the NPC's actions (I supply you with the necessary information to do so), outlook, and so on and so forth. I'd like to keep the number of non-DM NPC's down to around seven to ten, so post that you'd like an NPC spot and email me your ideas.

Oh, so you want character creation guidelines and whatnot! Alright, we’ll begin with stats. Oh, and don’t worry… I’ll be adding several posts to this original one to expand on the mechanics and whatnot. And remember, if you have a question, feel free to ask, and I’ll answer it as quick as possible!

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This is the up-to-date (as of 8-27-03) list of the occupied slots, and the remaining slots. Smaller-text slots are those that aren't necessarily going to be filled before we start. Also note that I won't wait for NPC's to start, as those aren't very integral to how I'm going to run it.

We currently have a full group. Thanks!

PC's
1) Sollir Furryfoot
2) Velmont
3) Badger
4) Tidus4444
5) Dave_o
6) Neowolf
 
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Stats

Using the good ol’ d20 System means that we’ll be sticking to our standard six stats, plus the one that I’ve added, which is Perception. Note that Perception is applied to all Listen, Search, and Spot checks, and also applies to attack rolls with firearms (as opposed to Dex; Dex is still used for other ranged weaponry, though).

We’ll be using the Point Buy system, with 34 points.

But GW, you say, you normally use only 32 points in conjunction with Perception! What’s up with those extra 2 points?

Well, let me explain it to you.

You see, when I was thinking of how best to make Faith and Brave, I tried to think of how I would incorporate it into the character creation process. I thought that giving it its own point system might work, but then I thought: nah, too clunky.

Then, it hit me: base it off of the point system, and give the players a couple extra points.

So, for Faith and Brave, these two “stats” range from 1 to 100 (possibly higher, depending upon race). Each one starts at a certain number, depending upon your race (see the Races post, below [if it’s not posted yet, have patience!], to find out what your base numbers are). For each point you spend, you can increase or decrease one of these two by 1d8 points.

For instance, you could spend 2 points to increase your Faith by 2d8; or, you could use 3 points to increase your Brave by 2d8 and decrease your Faith by 1d8. You get the idea. :) Don’t forget, though, that those points are also usable for stats – so you could leave Brave and Faith at your racial start, and have 34 points to divide amongst your stats. Or you could ignore your stats, and increase/decrease your Brave/Faith by a lot… but you can only increase your Brave or Faith by 1/2 again it’s original number (for instance, if your racial base is 50, no higher than 75 at start) and you can only decrease your Faith or Brave to 1/2 its original (using the same example, no lower than 25 at start).

What purpose will these two abilities serve? I don’t know. I’m still thinking about how to implement them. They’ll be used along the same lines as they were in FFT, so that means that Brave will affect your rates of using Auto-Potion and Counter and whatnot, and Faith will affect how well magic affects you. Vaguely. That’s not necessarily how they’ll work. When I figure all that out, I’ll post it as ‘Brave/Faith’.
 

Races

Now, here comes a tricky part. Races.

EDIT! Holy crap, I forgot to add in the racial starting values for Brave/Faith! They're added now, don't worry.

There are five races: human, viera, banga, n’mou, and moogle.

Note that favored class doesn’t exist anymore. Each race has a set of classes that it can choose from.

Edit - oh, yes, and languages... each race has a racial language, other than humans (who speak Common). Also, the more intelligent monsters speak languages that can be learned by humans (Goblins, for example), while languages of other monsters can be learned by certain classes or with certain class abilities (language of Chocobos, for instance, could be learned by Mediators).

Human
The inhabitants of Ivalice. Since the return of Chritoforo Tethysia, they have begun to venture across the ocean into the land named Tethys.
Humans are exactly as they appear in the PH. With the non-existence of favored classes, their few advantages are that they get a bonus feat and a few extra skills at 1st level.

Human base jump is 5.
Human base Brave is 50.
Human base Faith is 50.

Banga
Quoted from http://db.gamefaqs.com/portable/gbadvance/file/final_fantasy_tactics_advance.txt
Essentially a race of lizard men. They're rude, jingoistic, powerful... but just a tad slow. This Tribe has the smallest variety of Jobs, only seven. However, several of the Jobs available to Banga are exclusive to their race. The Banga's superior physical strength make them more suited to attacking, hence warrior-type jobs are their specialty; but they can also become Bishops and Temple Knights, which are low-level magic using Jobs.

Tethys
Banga roam the central regions of Tethys, which is an expansive desert. They have had little dealings with humans yet, but the few tribes that have encountered the humans seem to be tolerable. They appear to be at almost constant odds with the Viera, though why this is is uncertain to the human races.

Racial Abilities
+2 Strength, -2 Intelligence, -2 Charisma.
Medium
Banga have a base move of 20.
Banga have a base jump of 5.
Banga base Brave is 60.
Banga base Faith is 40.
+2 racial bonus to Intimidate.
+1 racial bonus to damage dealt with melee weapons.

Viera
Quoted from http://db.gamefaqs.com/portable/gbadvance/file/final_fantasy_tactics_advance.txt
A beautiful, noble, completely female Tribe. Their superior height and athletic ability make them great Archers, Snipers and Assassins. The Viera's are also able to communicate with the dead even better than John Edward's can, which opens them up to a variety of magicks which they can use (Spirit, Red & Summon Magic).

Tethys
The primary race found thus far on Tethys, they occupy the northern plains regions. They are the most prevalent race that the humans have encountered, and have – in the past – openly accepted the humans and moogles.

Racial Abilities
+2 Dexterity, -2 Strength
Medium
Viera have a base move of 40.
Viera have a base jump of 10.
Viera base Brave is 55.
Viera base Faith is 45.
+2 racial bonus to Climb, Jump, Tumble.
+1 racial dodge bonus to AC (this bonus is both a racial and a dodge bonus).

N’Mou
Quoted from http://db.gamefaqs.com/portable/gbadvance/file/final_fantasy_tactics_advance.txt
Strange, seemingly fragile creatures. They are telepathic and can manipulate the flow of life, which allows them to both Control and Morph into the form of Monsters. Their supernatural powers make them perfect for the Mage-type Jobs, which is why the majority of the eight Jobs they can use are very
magic-based.

Tethys
N’Mou are a rare sight in Tethys. They are found, supposedly, in only a few locales: the western end of Tethys, across a range of hills; and the eastern edge of Tethys, under the protection of the Viera. The N’mou are in good relation with the Viera, and who the Viera trust, the N’Mou trust.

Racial Abilities
+2 Wisdom, -2 Constitution
Small
N’Mou have a base move of 20 feet.
N’Mou have a base jump of 5 feet.
N'Mou base Brave is 35.
N'Mou base Faith is 65.
+2 racial bonus to Handle Animal checks.
Can telepathically communicate with any creatures within 10 feet/level, assuming a common language.

Moogles
Quoted from http://db.gamefaqs.com/portable/gbadvance/file/final_fantasy_tactics_advance.txt
The cute little mole-bats that have been a staple Final Fantasy race since Final Fantasy III. They're super cute, mischievous, and end every sentence with an honorific KUPO! They are also very intelligent and dexterous, so are most suited to jobs which are magical or require dexterity.

Ivalice
Moogles were long ago friends of the human race, and worked with them to construct airships and other technological wonders. They were lost, however, at the same time that airships were in Ivalice’s distant past. However, they were recently rediscovered around Goug, and have teamed up with humanity once more and worked with them again to bring technology back to what it was.

Racial Abilities
+2 Dexterity, +2 Intelligence, -2 Strength
Small
Moogles have a base move of 30 feet.
Moogles have a base jump of 10 feet.
Moogle base Brave is 45.
Moogle base Faith is 55.
+2 racial bonus to Craft, Knowledge (Technology).
Moogles can fly with a speed of 20 feet, average maneuverability, for a number of rounds equal to their Constitution modifier, after which they must rest for twice as many rounds as they flew.

Base Jump – this is the maximum distance you can jump without requiring a Jump check. Also, when making a Jump check, this is the minimum distance that you can accomplish.

Edit: Took out the 'post break' tag.
 
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Classes

Now, for the really fun part – classes!

JP is a reality, folks, I just don’t see any way around it. However, I have put some thought into how it will operate, so if you’ll bear with me…

All of the abilities from FFT and FFTA have their JP/AP requirements made into one-tenth of what they were before (essentially, take off the last 0). I know that, for FFTA, it’s called AP and you can only get abilities from items – that’s not how it will work. JP all around, no need for items.

Rather than going with level requirements, I’m going to go with ability requirements, as per FFTA. Thus, rather than needing 2 levels of Chemist to get into Wizard or Priest (as a human, anyway), you only need two Chemist abilities. The instant you qualify for a class, you may begin training in that class, gaining JP in it rather than the previous class.

You will gain JP for actions that involve class abilities (ie, the things you use JP to get), as well as for attacking. You will not get JP for any other action (that’s under DM discretion – there may be exceptions in certain situations. I’ll let you know when I figure out what those are).

I have a vague idea of how I’ll be handing out JP. I’ll be using something along the lines of the formula using in FFT, though that will quickly make everyone overpowered as you only need 1/10 the JP to get abilities. I’ll figure something out. :)

EDIT: Added the hp and mp dice for each class. They are put in at the end of each line, and in this format: (hp/mp), so for the knight, for example, it would be (1d10/1d4). Remember, Constitution modifies hp, and Wisdom modifies mp. Also, at first level, you get max for hp and mp.

Human Class Tree
Squire – initial (1d8/1d4)
Knight – 2x squire abilities (1d10/d4)
Archer – 2x squire abilities (1d8/1d4)
Monk – 3x knight abilities (1d8/1d6)
Thief – 3x archer abilities (1d6/1d4)
Geomancer – 4x monk abilities (1d8/1d6)
Lancer – 4x thief abilities (1d12/1d4)
Ninja – 4x thief abilities, 2x geomancer abilities (1d8/1d6)
Samurai – 4x monk abilities, 2x lancer abilities (1d10/1d4)
Dancer – 4x geomancer abilities, 4x lancer abilities (1d4/1d8)
Chemist – initial (1d6/1d4)
Wizard – 2x chemist abilities (1d4/1d10)
Priest – 2x chemist abilities (1d6/1d10)
Time Mage – 3x wizard abilities (1d4/1d10)
Oracle – 3x priest abilities (1d8/1d8)
Summoner – 4x time mage abilities (1d4/1d12)
Mediator – 4x oracle abilities (1d6/1d6)
Learner (Blue Mage) – 4x wizard abilities, 3x oracle abilities (1d8/1d8)
Calculator – 4x priest abilities, 3x time mage abilities (1d4/1d4)
Bard – 4x mediator abilities, 4x summoner abilities (1d6/1d8)
Mime – 8x squire abilities, 8x chemist abilities, 4x geomancer abilities, 4x lancer abilities, 4x mediator abilities, 4x summoner abilities (1d4/1d4)

Viera Class Tree
Chemist – initial (1d6/1d4)
Priest – 2x chemist abilities (1d6/1d10)
Fencer – initial (1d10/1d4)
Shaman – 1x priest ability, 1x fencer ability (1d8/1d8)
Red Mage – 1x fencer ability (1d8/1d6)
Summoner – 2x priest abilities, 2x shaman abilities (1d4/1d12)
Assassin – 2x shaman abilities, 1x sniper ability (1d6/1d4)
Archer – initial (1d8/1d4)
Sniper – 2x archer abilities (1d6/1d4)
Ninja – 4x sniper abilities (1d8/1d6)

Banga Class Tree
Warrior – initial (1d10/1d4)
Dragon Knight – 2x warrior abilities (1d12/1d4)
Guardian Knight – 2x warrior abilities (1d10/1d6)
Gladiator – 2x warrior abilities (1d10/1d8)
Monk – initial (1d8/1d6)
White Monk – 1x monk ability (1d8/1d6)
Bishop – 2x white monk abilities (1d4/1d8)
Temple Knight – 2x white monk abilities (1d8/1d8)

N’Mou Class Tree
Chemist – initial (1d6/1d4)
Telepath (Monster Tamer) – initial (1d4/1d4)
Priest – 2x chemist abilities (1d6/1d10)
Wizard – 2x chemist abilities (1d4/1d10)
Illusionist – 3x priest abilities, 3x wizard abilities (1d4/1d12)
Time Mage – 3x wizard abilities (1d4/1d10)
Summoner - 4x time mage abilities (1d4/1d12)
Alchemist – 3x priest abilities, 5x wizard abilities (1d4/1d8)
Shapeshifter – 5x telepath abilities (1d4/1d4)
Learner (Blue Mage) - 2x telepath abilities (1d8/1d8)
Sage – 3x priest abilities, 2x shapeshifter abilities (1d4/1d10)

Moogle Class Tree
Chemist – initial (1d6/1d4)
Wizard – 2x chemist abilities (1d4/1d10)
Time Mage – 3x wizard abilities (1d4/1d10)
Animal Trainer – initial (1d8/1d6)
Moogle Knight – 2x animal trainer abilities (1d12/1d4)
Gunner – 2x animal trainer abilities, 1x archer ability (1d8/1d4)
Archer – initial (1d8/1d4)
Thief – 2x archer abilities (1d6/1d4)
Juggler – 3x thief abilities (1d6/1d4)
Mechanic (Gadgeteer) – 2x thief abilities (1d8/1d6)

You can try a couple of places for ability lists. http://db.gamefaqs.com/portable/gbadvance/file/final_fantasy_tactics_advance_ability.txt has the AP’s for the FFTA abilities (which is almost everything for the new races, with the obvious exceptions); http://db.gamefaqs.com/portable/gbadvance/file/final_fantasy_tactics_advance.txt has the effects of the abilities of FFTA abilities, but no AP, and you have to go through a lot of information to find them (they’re around 2/3 of the way down or so, scrolling-wise), and http://db.gamefaqs.com/console/psx/file/final_fantasy_tactics_e_2_3.txt are all the FFT abilities and classes.

Edit: Fixed links.
 
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Abilities and Using Them

Well, it wouldn’t be FFT if you could access all your abilities at once. ;)

Realistically, a character can only keep track of so many abilities at a time. Thus, they get the ability set for their current job, plus one other ability set of their choice that they have access to. They also get one support ability, one reaction ability, and one movement ability. In addition to this, all classes have the option to ‘Fight’.

There are a variety of feats to increase the number of abilities you can have.

Talented – You can have one extra action ability set available (for a total of two, not counting your class’s ability set). Each time you take this feat, you get another extra action ability set.

Supportive – You can have one extra support ability set. Each time you take this feat, you get another extra support ability.

Mobile – You can have one extra movement ability set. Each time you take this feat, you get another extra movement ability. You can’t have the same movement ability more than once at a time.

Reflexive – You can have one extra reaction ability set. You can’t take this feat more than once.

So, if you have Talented twice, Mobile twice, and Supportive once, your set abilities could look like:

Black Magic (class action)
White Magic (action)
Time Magic (action)
Blue Magic (action)
Dragon Spirit (reaction)
Learning (support)
Equip Axe (support)
Move +1 (movement)
Jump +2 (movement)
Fly (movement)

Edit: Made the example correct.
 
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Equipment

This is the really fun part!

Don't forget to read the attached documents in later posts, which detail the available equipment.

For weapons, there is a base die for each type of weapon. Half the weapon’s weapon power is added to the damage (rounded up), and the other half is added to the attack roll (rounded down). If the weapon doesn’t fit into a basic type, ask me about it and I’ll try to classify it. Weapon evade counts only if you have Weapon Guard, and each 5% of evade gives you a +1 equipment bonus to your AC.

EDITS: You now also gain MP from equipment that increases your MP, and you have more starting money.

For armor, you now get a set amount of HP, as opposed to getting an AC bonus.

For shields, each 5% of evade gives you a +1 shield bonus to your AC.

Magical Evade gives you bonuses on your saving throws.

Physical evasion rates for classes, is the same as with shields – every 5% gives you a +1 class bonus to AC.

Weapon Types
FFT
Knife – 1d4
Sword – 1d8
Axe – 1d12
Flail – 1d10
Knight Sword – 1d10
Bow – 1d6
Crossbow – 1d8
Spear – 1d10
Cloth – 1d4
Gun – 2d8
Staff – 1d6
Rod – 1d4
Stick – 1d8
Dictionary – 1d6
Harp – 1d6
Katana – 1d12
Ninja Sword – 1d10

FFTA
Blade – 1d10
Sabre – 1d8
Wide-Bladed Swords – 2d4
Rapier – 1d6
Knuckles – 1d8

When acquiring equipment, use the FFT list first; if the weapon exists in both FFT and FFTA, the FFT version takes priority. Prices are accurate.

Oh, by the way, you all begin with 750 gil. That should about cover your expenses, I think. Also, please pay attention to what weapons you can and cannot use… if there is a class that has no weapon available to them, inform me and I’ll remedy the problem.
 
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Miscellaneous

Background
As described in the initial post, your character (if you choose to join) is one of the younger inhabitants of a frontier town in eastern Tethys. You can be of any of the races, and have 1 level in an ‘initial’ class of your choice. For starters, I’m going to say that everyone has 20 JP – for some jobs, that’s enough to have an ability already, and for others, it’s not. Don’t choose based on that, though, there will be plenty of JP to go around once the game gets going.

Your character is a younger member of your race. Your parents can be with the frontier town or not, and exactly how you fit into the town’s social structure is up to you (though no royalty, please, or at least not overly influential royalty).

Your exact job is up to you, as is how you got into that job. Your teacher is probably your parents or a close relative, though there are exceptions (and being PCs, you can be those exceptions if you so desire).

I don’t have charts for height, weight, or age for any of the races or classes, so go with what sounds right. I imagine Banga live slightly shorter lives than humans, Viera roughly the same as humans, N’Mou slightly longer, and Moogles quite a bit longer.

Gameplay

OoC comments will be, when necessary to post in the IC thread, tags. Coloration is okay, but ensure that your tag is then bold or italicized.

All hp damage will be in white, all hp recovery in sky blue, all mp recovery in light green, all mp damage in [color=A78AFF]purple (A78AFF)[/color], and all xp and jp gained will be in sandy brown.

Colored text for when your character speaks is okay, but please ensure to continue to use quotation marks to mark off your character’s words. Use italicized speech for internal thoughts and monologues, or what-have-you.

And, I think that about does it for important information… if I missed anything, just let me know!
 
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Playing in the FF world... cool. Count me in that game, I want to try it!

I fastly overlook what you have written, and it seem pretty interesting. That game promise.

[edited]
Whoa... not familiar with that system. I stop to play with FF7, I'm familiar with the idea of jobs, thanks to FF5, but mixing it with D20... Not sure I understand well...
 
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