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[RECRUITING] [FFT] Saints and Lucavi
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<blockquote data-quote="GnomeWorks" data-source="post: 1148679" data-attributes="member: 162"><p><strong>Jobs</strong></p><p></p><p><strong>Classes</strong></p><p>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…</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p><strong>Class Tree</strong></p><p>Squire – initial (1d8/1d4)</p><p>Knight – 2x squire abilities (1d10/d4)</p><p>Archer – 2x squire abilities (1d8/1d4)</p><p>Gunner – 3x archer abilities (1d10/1d4)</p><p><em>Worker – 3x gunner abilities (1d12/1d4)</em></p><p>Gadgeteer (Mechanic) – 4x worker abilities (1d10/1d6)</p><p>Fencer – 2x squire abilities (1d8/1d4)</p><p>Paladin – 4x knight abilities (1d12/1d6)</p><p>Monk – 3x knight abilities (1d8/1d6)</p><p>Thief – 3x archer abilities (1d6/1d4)</p><p>Juggler – 4x thief abilities (1d6/1d4)</p><p>Geomancer – 4x monk abilities (1d8/1d6)</p><p>Assassin – 4x thief abilities, 2x monk abilities (1d8/1d4)</p><p>Lancer – 4x thief abilities (1d12/1d4)</p><p>Ninja – 4x thief abilities, 2x geomancer abilities (1d8/1d6)</p><p>Samurai – 4x monk abilities, 2x lancer abilities (1d10/1d4)</p><p>Dancer – 4x geomancer abilities, 4x lancer abilities (1d4/1d8)</p><p>Chemist – initial (1d6/1d4)</p><p>Wizard – 2x chemist abilities (1d4/1d10)</p><p>Priest – 2x chemist abilities (1d6/1d10)</p><p>Red Mage – 2x chemist abilities (1d8/1d8)</p><p>Animist – 2x chemist abilities (1d6/1d4)</p><p>Beastmaster – 3x animist abilities (1d10/1d4)</p><p>Time Mage – 3x wizard abilities (1d4/1d10)</p><p>Oracle – 3x priest abilities (1d8/1d8)</p><p>Summoner – 4x time mage abilities (1d4/1d12)</p><p>Mediator – 4x oracle abilities (1d6/1d6)</p><p>Illusionist – 5x wizard abilities, 3x priest abilities (1d4/1d12)</p><p>Learner (Blue Mage) – 4x wizard abilities, 3x oracle abilities (1d8/1d8)</p><p>Calculator – 4x priest abilities, 3x time mage abilities (1d4/1d4)</p><p>Bard – 4x mediator abilities, 4x summoner abilities (1d6/1d8)</p><p>Sorcerer (Gladiator) – 3x wizard abilities, 2x knight abilities (1d8/1d8)</p><p>Templar (Temple Knight) – 2x sorcerer abilities, 2x oracle abilities (1d10/1d10)</p><p>Mime – 8x squire abilities, 8x chemist abilities, 4x geomancer abilities, 4x lancer abilities, 4x mediator abilities, 4x summoner abilities (1d4/1d4)</p><p></p><p>Also, in addition to these, there is one additional class that I have added, called the Worker (indicated above in italics).</p><p></p><p>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.</p><p></p><p><strong>Action Ability Set – Work</strong></p><p>Destroy – 50 JP (Worker takes one-eighth of damage dealt)</p><p>Compress – 40 JP (Worker takes one-sixth of damage dealt)</p><p>Dispose – 60 JP (Worker takes one-quarter of damage dealt)</p><p>Crush – 80 JP (Worker takes one-quarter of damage dealt)</p><p>Throw – 80 JP (Worker takes one-sixth of damage dealt)</p><p>Weld – 40 JP (Worker takes one-sixth of damage dealt)</p><p>Recharge – 30 JP (Costs 10 MP)</p><p></p><p><strong>Reaction Ability Set</strong></p><p>Counter – 20 JP</p><p></p><p><strong>Support Ability Set</strong></p><p>Defense Up – 40 JP</p><p>Disbelief – 100 JP</p><p>Equip Tool – 60 JP</p><p></p><p><strong>Movement Ability Set</strong></p><p>Any Ground – 20 JP</p><p>Any Weather – 30 JP</p><p></p><p>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.</p><p></p><p><strong>Important Notes on Classes</strong></p><p>Do note that some classes (such as the Summoner and Wizard) are present in both FFT and FFTA, though with differing abilities.</p><p></p><p>Unless otherwise noted, <strong>use the FFT version</strong>. 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="GnomeWorks, post: 1148679, member: 162"] [b]Jobs[/b] [b]Classes[/b] 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. [b]Class Tree[/b] Squire – initial (1d8/1d4) Knight – 2x squire abilities (1d10/d4) Archer – 2x squire abilities (1d8/1d4) Gunner – 3x archer abilities (1d10/1d4) [I]Worker – 3x gunner abilities (1d12/1d4)[/I] 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. [b]Action Ability Set – Work[/b] 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) [b]Reaction Ability Set[/b] Counter – 20 JP [b]Support Ability Set[/b] Defense Up – 40 JP Disbelief – 100 JP Equip Tool – 60 JP [b]Movement Ability Set[/b] 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. [b]Important Notes on Classes[/b] 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, [b]use the FFT version[/b]. 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. [/QUOTE]
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