[RECRUITING] [FFT] 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… 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. 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 managed to scrape out a meager existence so far in the inhospitable terrain. Things have just been settling down, when the first attacks begin: a dead, mangled man, and two goblins torn into pieces.

Anger erupts. Each side declares war on the other, and now the small village that is your home has been fortified. Some of the native creatures have been penned and trained to work with the humans, though the settlement is still greatly outnumbered by the nearby goblin tribes. 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 native goblins, 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…


-----

Welcome, one and all! Some of you may recall the game that I was recruiting for a moth or so ago, which died… that was due primarily to a few things. 1) I wasn’t happy with how the Tethysian races turned out. 2) I hadn’t spent nearly enough time working out mechanics.

Now, though, I’ve hopefully worked enough things out to make it work much better than it would have, last time. I’ve looked through the mechanics of what I did last time, and spent some time thinking about them. So I think what I’ve got now is about right.

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.

I’ll explain the game’s mechanics in the following posts. Hopefully, this will be much cleaner than it was last time, and easier to understand.

Also, you'll note that I am re-recruiting for this game... that's because I think we might have lost some people. I know that a few of you are still around, and still want to game... but I'm opening up the slots again, to see if anybody else wants to join in.

I also wanted to start a fresh thread, for my and your convenience. This way, there will hopefully be fewer questions about how to go about character creation.
 

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Stats

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.

For Faith and Brave, these two “stats” range from 1 to 100. Each one starts at 50. For each point you spend, you can increase or decrease one of these two by 1d4+4 points.

For instance, you could spend 2 points to increase your Faith by 2d4+8; or, you could use 3 points to increase your Brave by 2d4+8 and decrease your Faith by 1d4+4. 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).
 

Races

Races

Human
The inhabitants of Ivalice. Since the return of Christoforo 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.
 

Jobs

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.

Some abilities have JP requirements that have changed. For instance, Equip Change from the Chemist list normally costs 0 JP… but I’m making it cost 10.

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).

The following class tree is for humans. The numbers in parentheses denote hp/mp at each level. Note that, each time you change a class, all of your hit dice and magic dice change retroactively, with your first level always having the maximum, and each level after that having half. HP is modified by Constitution, while MP is modified by Wisdom.

Class Tree
Squire – initial (1d8/1d4)
Knight – 2x squire abilities (1d10/d4)
Archer – 2x squire abilities (1d8/1d4)
Gunner – 3x archer abilities (1d10/1d4)
Worker – 3x gunner abilities (1d12/1d4)
Gadgeteer (Mechanic) – 4x worker abilities (1d10/1d6)
Fencer – 2x squire abilities (1d8/1d4)
Paladin – 4x knight abilities (1d12/1d6)
Monk – 3x knight abilities (1d8/1d6)
Thief – 3x archer abilities (1d6/1d4)
Juggler – 4x thief abilities (1d6/1d4)
Geomancer – 4x monk abilities (1d8/1d6)
Assassin – 4x thief abilities, 2x monk abilities (1d8/1d4)
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)
Red Mage – 2x chemist abilities (1d8/1d8)
Animist – 2x chemist abilities (1d6/1d4)
Beastmaster – 3x animist abilities (1d10/1d4)
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)
Illusionist – 5x wizard abilities, 3x priest abilities (1d4/1d12)
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)
Sorcerer (Gladiator) – 3x wizard abilities, 2x knight abilities (1d8/1d8)
Templar (Temple Knight) – 2x sorcerer abilities, 2x oracle abilities (1d10/1d10)
Mime – 8x squire abilities, 8x chemist abilities, 4x geomancer abilities, 4x lancer abilities, 4x mediator abilities, 4x summoner abilities (1d4/1d4)

Also, in addition to these, there is one additional class that I have added, called the Worker (indicated above in italics).

Workers are those who are trained in the ways of machinery. They are well-versed in the usage of mechanical devices which allow them to work with steel and other metals faster and easier than others. ‘Tools’, as they are called in laymen’s terms, are massive mechanical devices that humans can easily use that allow them to mimic the strength of work machinery.

Action Ability Set – Work
Destroy – 50 JP (Worker takes one-eighth of damage dealt)
Compress – 40 JP (Worker takes one-sixth of damage dealt)
Dispose – 60 JP (Worker takes one-quarter of damage dealt)
Crush – 80 JP (Worker takes one-quarter of damage dealt)
Throw – 80 JP (Worker takes one-sixth of damage dealt)
Weld – 40 JP (Worker takes one-sixth of damage dealt)
Recharge – 30 JP (Costs 10 MP)

Reaction Ability Set
Counter – 20 JP

Support Ability Set
Defense Up – 40 JP
Disbelief – 100 JP
Equip Tool – 60 JP

Movement Ability Set
Any Ground – 20 JP
Any Weather – 30 JP

The ‘Disbelief’ ability sets the character’s effective Faith to one-half it’s normal value. All of the Work commands work as per FFT, with Throw allowing the Worker to toss an enemy in front of them 1d4+1 squares away, dealing moderate damage and dealing one-sixth of that damage to the Worker; Weld deals a small mount of fire damage to the enemies directly in front of the Worker, and deals one-sixth this damage to the Worker; Recharge restores a small amount of the Worker’s hit points.

Important Notes on Classes
Do note that some classes (such as the Summoner and Wizard) are present in both FFT and FFTA, though with differing abilities.

Unless otherwise noted, use the FFT version. If there is a new spell (such as for the Summoner), you can add it to your list of available abilities to learn. Also, if there are new abilities (such as for the Archer), you have access to two ability lists, the FFT and the FFTA versions; these count as two separate ability lists, though if you are part of that class you can access them both, but if you change classes, then you can’t choose both for your secondary ability, you must have another ability set slot open.

Also, for Learners, you can learn blue spells from monsters from FFT, as well... I already have the ones that are available converted into terms of MP cost and whatnot, so if you run into them, I'll ensure that you're aware of new blue spells available.
 

Abilities

Abilities and Using Them
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)
 

Equipment

Equipment
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.

You also gain MP from equipment that increases your MP.

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.

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

FFTA
Blade – 1d10
Sabre – 1d8
Rapier – 1d6
Knuckles – 1d8

New Weaponry
Tool – 1d12

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.
 

Miscellaneous

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 are human, and have 1 class level. 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).

As far as age, height, and weight go, use the table in the PH for humans. For age, you’re all within the 15 to 25 age range.

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.

Brave and Faith
Brave
This has only one use, and that's for Reaction abilities. In order to use a Reaction ability, you must roll a d% and get less than your Brave score.

Also, for Move-Find Item, you must roll higher than your Brave to find the 'good item', or else you get a Phoenix Down or other not-so-good item.

Faith
Faith is useful for a wide variety of things.

1) For every 5 points above 50, you get a -1 on saving throws against spells. For every 5 points below 50, you get a +1.

2) For every 5 points above 50, you add +1 to the saving throw DC of spells you cast. For every 5 points below 50, you subtract 1.

Astrology
Knowing your birthday and having a zodiac sign is a must. You choose what your sign and month of birth is, and what-not, though you can't choose Serpentarius.

Code:
COMPATIBILITY CHART

              Ar Ta Ge Cn Lo Vg Li Sc Sa Cp Aq Pi Se
Aries         O  O  O  -  +  O  ?  O  +  -  O  O  O
Taurus        O  O  O  O  -  +  O  ?  O  +  -  O  O
Gemini        O  O  O  O  O  -  +  0  ?  0  +  -  O
Cancer        -  O  O  O  O  O  -  +  O  ?  O  +  O
Leo           +  -  O  O  O  O  O  -  +  O  ?  O  O
Virgo         O  +  -  O  O  O  O  O  -  +  O  ?  O
Libra         ?  O  +  -  O  O  O  O  O  -  +  O  O
Scorpio       O  ?  O  +  -  O  O  O  O  O  -  +  O
Sagittarius   +  O  ?  O  +  -  O  O  O  O  O  -  O
Capricorn     -  +  O  ?  O  +  -  O  O  O  O  O  O
Aquarius      O  -  +  O  ?  O  +  -  O  O  O  O  O
Pisces        O  O  -  +  O  ?  O  +  -  O  O  O  O
Serpentarius  O  O  O  O  O  O  O  O  O  O  O  O  O

O: Neutral
+: Good
-: Bad
?: Worst (same sex), Best (opposite sex), Bad (monsters)


Definitions
In general, for damaging attacks, Zodiac compatibility will affect the
relevant attack stat -- call this stat XA:

'Neutral' compatibility: XA_zodiac = XA
'Good' compatibility: XA_zodiac = XA + [XA / 4]
'Best' compatibility: XA_zodiac = XA + [XA / 2]
'Bad' compatibility: XA_zodiac = XA - [XA / 4]
'Worst' compatibility: XA_zodiac = XA - [XA / 2]

SUCCESS RATE
Instead of affecting only the attack stat, Zodiac compatibility is usually
applied to the success rate as a whole:

'Neutral' compatibility: success%_zodiac = success%
'Good' compatibility: success%_zodiac = success% + [success% / 4]
'Best' compatibility: success%_zodiac = success% + [success% / 2]
'Bad' compatibility: success%_zodiac = success% - [success% / 4]
'Worst' compatibility: success%_zodiac = success% - [success% / 2]

Success% will usually be the spell’s saving throw DC.

Spells
The translation of a spell's speed into d20 is difficult. For instance, haste has a speed of 50 - essentially meaning that it is really, really, really fast. But how to translate it into d20?

Essentially, this is what I've come up with.

If your initiative is lower than or equal to the speed of the spell in question, then it counts as a standard action and occurs immediately (for instance, if your initiative is 18, and you cast haste, it goes off right away). However, if your initiative is higher than the spell's speed, then it goes off in the initiative count equal to the spell's speed (for instance, if you're casting Bolt 3, and you have initiative of 22, then it goes off in 15; however, if your initiative was 14, then it would go off right away).

A character has no limit to the number of spells they can know. All spells allow a saving throw (Will, if it doesn't deal damage or inflict a status ailment; Reflex if it inflicts damage directly; Fortitude against spells that inflict status ailments), and Faith affects these saving throws. The DC is set with Charisma, which is further affected by Faith.

Abilities and Levels
Having no correlation between jobs and levels is a slight problem. I'll try to remedy those problems here.

For gaining access to a new class, you must have the listed number of action abilities. Reaction, support, and movement abilities have no meaning in regards to being able to gain access to a new class.

Also note that no FFTA class has 'Combo' abilities - I'm not using the Judge system, or whatever, so those are somewhat meaningless anyway.

You can change classes anytime outside of battle.

A starting character has 5 'points' to increase the following with: Fort Save, Will Save, Ref Save, BAB, and Defense. All of these start at a 'bad' progression, and each 'point' put into it increases it one progression (from bad to median, from median to good, etc). A character cannot start out with any progression at best.

Code:
[b]Saving Throw Progressions[/b]
Level	Best	Good	Median	Bad
1	+3	+2	+1	+0
2	+4	+3	+2	+0
3	+4	+3	+2	+1
4	+5	+4	+2	+1
5	+6	+4	+3	+1
6	+6	+5	+3	+2
7	+7	+5	+4	+2
8	+8	+6	+4	+2
9	+8	+6	+4	+3
10	+9	+7	+5	+3
11	+10	+7	+5	+3
12	+10	+8	+6	+4
13	+11	+8	+6	+4
14	+12	+9	+6	+4
15	+12	+9	+7	+5
16	+13	+10	+7	+5
17	+14	+10	+8	+5
18	+14	+11	+8	+6
19	+15	+11	+8	+6
20	+16	+12	+9	+6


At 5th level, a saving throw, BAB, or Defense can be increased from bad to median, from median to good, or from good to best; and again at 10th, 15th, and 20th. A saving throw, your BAB, or your Defense can't be increased to higher than best.

Note that you don't get additional attacks with high BAB, and your BAB progression can't get higher than best.

Code:
[b]BAB and Defense Progressions[/b]
Level	Best	Good	Median	Poor
1	+1	+1	+0	+0
2	+2	+2	+1	+1
3	+3	+3	+2	+1
4	+5	+4	+3	+2
5	+6	+5	+3	+2
6	+7	+6	+4	+3
7	+9	+7	+5	+3
8	+10	+8	+6	+4
9	+11	+9	+6	+4
10	+13	+10	+7	+5
11	+14	+11	+8	+5
12	+15	+12	+9	+6
13	+17	+13	+9	+6
14	+18	+14	+10	+7
15	+19	+15	+11	+7
16	+21	+16	+12	+8
17	+22	+17	+12	+8
18	+23	+18	+13	+9
19	+25	+19	+14	+9
20	+26	+20	+15	+10
 

Skills

Skills
Alright, yet another element that's very important.

Skills work just like they do in 3.5 (yes, I am using 3.5 as the base for this game). Max ranks in class skills is level +3, and max ranks in cross-class skills is half that number (note that a half-rank doesn't do you any good).

The following is what we'll go with for now in regards to class skills and skill points/level.

Code:
	Mutlitalented	Average		Focused
Level	Skills	Pts/Lvl	Skills	Pts/Lvl	Skills	Pts/Lvl
1	12	4	10	5	8	6
2	12	4	10	5	8	6
3	13	4	10	5	8	6
4	13	4	11	5	8	7
5	14	4	11	6	9	7
6	14	5	12	6	9	7
7	15	5	12	6	9	8
8	15	5	12	6	10	8
9	16	5	13	7	10	8
10	16	5	13	7	10	9
11	17	6	14	7	10	9
12	17	6	14	7	11	9
13	18	6	14	8	11	10
14	18	6	15	8	11	10
15	19	6	15	8	12	10
16	19	7	16	8	12	11
17	20	7	16	9	12	11
18	20	7	16	9	12	11
19	21	7	17	9	13	12
20	21	7	17	9	13	12

You choose to be Multitalented, Average, or Focused.

Skills is how many class skills you have at that level. Pts/level is the base number of skill points you have at that level, plus your Intelligence modiifer (at first level, you get four times this number).

Note that for Knowledge, all the categories presented in the 3.5 PH count as seperate skills.
 

FFTA/Non-Standard Class Equipment

FFTA/Non-Standard Class Equipment
What classes can use what.

Helmets
Sorcerers, Templars.

Hats
All jobs except Sorcerers.

Armor
Sorcerers, Templars.

Clothes
All jobs except Sorcerers.

Robes
Illusionists, Learners, Templars, Red Mages.

Knight Swords
Templars.

Knives
Jugglers.

Katanas
Assassins.

Harps
Animists.

Bows
Assassins.

Spears
Templars.

Guns
Gunners.

Sabres
Learners.

Blades
Sorcerers.

Rapiers
Fencers, and Red Mages.

Knuckles
Gadgeteers.

Shields
Fencers.

Also, in regards to armor feats, use the following…
Light Armor Proficiency is the same as the 'Robes' list under the equipment chart.
Medium Armor Proficiency is the same as the 'Clothes' list under the equipment chart.
Heavy Armor Proficiency is the same as the 'Armor' list under the equipment chart.
 
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