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Title: Final Fantasy 5 D20


Mordax_Praetorian - April 18, 2007 04:14 AM (GMT)
OK, I'm deffinitly doing this now

Reached another wall with Seten, this time concerning Druidic Magic, FF5 however will be ready to go as soon as I've spent a day or 2 with a collection of D&D books

So, here ready for it start is a players guide of sorts:-

Character Creation:-

As a Fanal Fantasy world certain things are a given in character creation:-
1. The characters are human
2. Most of you are between 17 and 20
3. Those of you who are distinguished war veterans might be 21
4. Old men should be late 30s or early 40s
5. Old women dont happen (as player characters)
6. Being an Anime-Style world, Blue, Green and Pink hair is normal and encouraged, black hair is never seen
7. Being the Final Fantasy 5 world, your character should begin at level 1 without any professional combat skills or magical powers, weather they have had them in the past or not - Job System doesnt work otherwise

You'll have 4 stats:-
Vigor:- Determines physical attack modifier and Fortitude Save
Speed:- Determines base armour class and Reflex Save
Vitality:- Determines hit points and Will Save
Magic Power:- Determines spell power modifier and magic points

These will be roled on 3D6 each, with the lowst removed, and add 4, this gives base stats between 6 and 16 to then be modified to between 1 and 21 by Jobs

This is the extent of character creation, its done very quickly and we can get started without too much hassle

Character Development:-

Very soon after the beginning of a campeign you'll gain access to Jobs, you'll be able to change jobs (and ability slots) once every 24 hours

Boco Explains

Each Job will:-
1) Restrict what equipment you can use to a limited range
2) Modify your stats by between +5 and -5
3) Provide access to a variety of innate abilities specific to that Job

Jobs level up independantly of your character as you use them, when a Job levels up you will learn a new ability from it, this may or may not be one of its innate abilities, but in either case it means you can now use that ability without being that Job

Without a job you will naturaly have many of the innate abilities and stat modifiers from Job's that you have mastered (gotten to Max Level), and also have 2 ability slots to insert other abilities, when in most jobs you also have 1 of said slots - someone who was leveling up in both White Mage and Black Mage might be able to cast both types of magic as either job

As you begin to master jobs you can become very powerful without one, automaticly gaining the best innate abilities and stat modifiers from all of your jobs, and being able to use any peice of equipment naturaly

Your character will stell level up as per normal D&D, gaining hit points and stat buffs as he does so, your level also has a direct impact on the chances of certain abilities working

The World (Final Fantasy 5 Spoilers):-

The world is kept in balance by 4 elemental crystals, of Air, Water, Fire and Earth, without them the wind will stop, the oceans will stagnate, the earth will begin to rot and the power of fire will fade turning the world into a cold lifeless hell

Centuries ago an evil Necromancer named Enuo harnessed the power of nothingness and created The Void

A large team of legendary warriors defeated Enuo, The Void however could not be destroyed, and so the warriors gave their own lives into the crystals, splitting them into 2 and the world along with them, between the 2 worlds was the Cleft of Dimension, and there the Void was sealed

Many years later a being known as Exdeath arose from the great Mua forest and saught to control the void, Exdeath was an embodyment of will simply to destroy all life

Exdeath was opposed by the 4 warriors of dawn: Galuf, Zeza, Kelgar and Drogan, the battle went to the other world, where Exdeath was defeated and sealed away by the power of the crystals on that world

Exdeath was hardly beaten however, he manipulated beings on that world into destroying the crystals that bound him and 60 years ago he escaped

Fortunatly, another group of warriors followed the destruction, gathering peices of the crystals, and the power of the warriors who defeated Enuo all those many years ago along with them

After his release, Exdeath fled back to the world of his birth and destroyed the crystals in that world as well, the 2 worlds - though now both dieing from lack of crystals - merged, the force that kept them apart having dissapeared with the crystals

Although Exdeath obtained the power of the void, the strength of the legendary warriors who defeated Enuo was now concentrated into just 4 warriors, and using that power they managed to defeat Exdeath, and destroy The Void forever

With the power of Nothingness out of the way, space was made for new creation, and so it was that Bartz, Lenna, Krile and Faris - the heros of the crystals, reforged the crystals and brought stability to the world once more

All was not right with the world however, people got along for the first few years but the spirits of the legendary warriors who defeated Enuo still haunted the world, as if they still had some final task left to perform

While most were good, some of these spirits were quite mischevous, and a few were downright evil, they were kept in check by the noble amoung the spirits however

As time past, arguments intensified over ownership of land where the 2 worlds overlaped before they merged again, this has even lead to open war in 1 instance

Jobs:-

TAP = Total AP to Master (I'm trippeling the AP reward from FF5, expect at least 3 per encounter)
EQ = Equip
I = Ability inherited by Bare (no job)

Knight:

A reliable fighter with a good array of defensive abilities

Vigor: +5
Speed: 0
Vitality: +4
Magic Power: -5

TAP: 960

Innate:-
Guard - Reduce Physical Damage to 0 this turn
Cover - When an ally below 1/6th HP is attacked you may jump infront
2 Handed - Use weapons with both hands to get 2 strength modifiers

EQ:-
Knife
Sword
Armour
Sheild

1: 10: Cover: I
2: 30: Guard
3: 50: 2 Handed: I
4: 100: EQ Sheild
5: 150: EQ Armour
6: 350: EQ Sword

Dragoon:

Spear and Sheild user, good at attacking from the air

Vigor: +4
Speed: +1
Vitality: +3
Magic Power: -4

TAP: 600

Innate:-
Jump - Turn 1: Fly up - out of reach of anything. Turn 2: Smash down - double damage with spear

EQ:-
Knife
Spear
Armour
Sheild

1: 50: Jump
2: 150: Dragon Blade - Ranged Unarmed Attack using Magic Power instead of Vigor, all damage is stolen as MP
3: 400: EQ Spear

Samurai:

Reliable figher, good array of offensive abilities

Vigor: +4
Speed: 0
Vitality: +4
Magic Power:- -4

TAP: 820

Innate:-
Gil Toss - throw 1d100 gil (not reclaimable) and cause that much damage to all enemies
Evade - (Fill in later)

EQ:-
Knife
Katana
Armour
Sheild

1: 10: Sword Slap - Normal Attack, Natural 20 causes opponent to turn to stone
2: 30: Gil Toss
3: 60: Dodge: I
4: 180: EQ Katana
5: 540: Slash - At end of round, Roll a D3 for all enemies below your level, all those that get a 2 or more die

Berserker:

Uses powerful weapons but cannot control its rage

Vigor: +5
Speed: -2
Vitality: +5
Magic Power: -5

TAP: 500

Innate:-
Berserk - Every turn of combat roll a DNumberOfEnemies and attack that enemy

EQ:-
Knife
Axe
Armour
Sheild

1: 100: Berserk
2: 400: EQ Axe

Magic Knight:

Enchant weapons with Black Magic for the fights duration

Vigor: +3
Speed: +3
Vitality: +3
Magic Power: 0

TAP: 680

Innate:-
Enchant - Use Sword Magic Abilities
Magic Wall - When below 1/6th HP cast Shell upon self

EQ:-
Knife
Sword
Armour
Sheild

1: 10: Magic Wall: I
2: 20: Sword1
3: 30: Sword2
4: 50: Sword3
5: 70: Sword4
6: 100: Sword5
7: 400: Sword6

Monk:

Powerful barefist fighter with counter attacking abilities

Vigor: +5
Speed: 0
Stamina: +5
Magic Power: -5

TAP: 700

Innate:-
Barefist - Fists are 1D4 weapons with x3 critical at 17+
Counter - (fill in later)
Kick - 1 Fist damage to each enemy

Equip:-
None

1: 15: Store - Dont attack this turn, double all physical damage you cause next turn
2: 30: Barefist: I
3: 45: Chakra - Heal Magic Power Modifier Hit Points to Self and Recover (fill in later)
4: 60: Counter: I
5: 100: HP+x1: I
6: 150: HP+x2: I
7: 300: HP+x3: I

Thief:

Many useful out of combat abilities make up for weakness fighting

Vigor: 0
Speed: +5
Vitality: +1
Magic Power: -1

TAP: 635

Innate:-
Steal - Each thing has a DC, D20 + Speed Modifier
Dash - Move quicker in battle
Caution - Tell you if enemies aproch
Passages - Detect Passages

EQ:-
Knives
Chakrams

1: 10: Passages: I
2: 20: Flee - Get whole party out of battle
3: 30: Dash: I
4: 50: Steal
5: 75: Caution: I
6: 150: Mug - Regular attack with chance to steal
7: 300: Footwork - Speed becomes that of Thief Job

Ninja:

Absurd damage output and useful abilities, but lacks defense

Vigor: +4
Speed: +4
Vitality: +1
Magic Power: -3

TAP: 690

Innate:-
Duelwield - Weapon in both hands
Throw - Throw an item, damage equal to 5x its attack dice
FirstAttack - Aids in planning ambushes

Equip:-
Knife
Chakram

1: 10: Smoke Bomb - All party members escape
2: 30: Image - Double armour class
3: 50: FirstAttack: I
4: 150: Throw
5: 450: DuelWeild: I

Archer:

Ranged fighter

Vigor: +2
Speed: +3
Stamina: 0
Magic Power: -1

TAP: 600

Innate:
Snipe - Attack after the next persons go, critical hit threshold -2, never miss

EQ:
Knives
Bows

1: 15: Animals - An animal appears and does something
2: 45: Snipe
3: 135: EQ Bow
4: 405: X-Fight - 4 attacks to random enemies at half damage

Trapper:

Good at manipulating enemies

Vigor: +2
Speed: 0
Stamina: +1
Magic Power: -1

TAP: 460

Innate:-
Catch/Release - Capture an enemy at 1/6th life, then release to do an attack

EQ:-
Knife
Whip

1: 10: Tame - Tamable (use reason) enemy skips 2 turns
2: 50: Control - Control enemy of lower level - use DC with Level difference as modifier
3: 100: EQ Whip
4: 300: Catch/Release

White Mage:

Casts healing and buffing magic

Vigor: -1
Speed: 0
Vitality: 0
Magic Power: +4

TAP: 580

Innate:-
White

EQ:-
Staves

1: 10: White1
2: 20: White2
3: 30: White3
4: 50: White4
5: 70: White5
6: 100: White6
7: 300: MP+x1

Black Mage:

Casts offensive magic

Vigor: -1
Speed: 0
Stamina: -1
Magic Power: +5

TAP: 680

Innate:-
Black

EQ:-
Knives

1: 10: Black1
2: 20: Black2
3: 30: Black3
4: 50: Black4
5: 70: Black5
6: 100: Black6
7: 400: MP+x1

Time Mage:

Casts magic to do with time and space

Vigor: -1
Speed: +1
Vitality: -1
Magic Power: +4

TAP: 530

Innate:
Time

EQ:
Knives
Rods
Staves

1: 10: Time1
2: 20: Time2
3: 30: Time3
4: 50: Time4
5: 70: Time5
6: 100: Time6
7: 250: EQ Rod

Caller:

Summons powerful mosters to aid in battle

Vigor: -2
Speed: 0
Stamina: 0
Magic Power: +5

TAP: 750

Innate:
Call

EQ:
Knife
Rod

1: 15: Call1
2: 30: Call2
3: 45: Call3
4: 60: Call4
5: 100: Call5
6: 500: CallRandom - Roll 2D8 - Esper names removed to avoid spoilers

Elementalist:

Uses the terrain around it to fight opponents, is at one with the land

Vigor: +1
Speed: +1
Stamina: +1
Magic Power: +3

TAP: 175

Innate:-
Terrain - Ability utilises the terrain the battle takes place on, DM should make this up at he goes along
Survival - No damage from lava, acid etc
Pitfalls - Detect traps

EQ:
Knife
Bell

1: 25: Terrain
2: 50: Pitfalls: I
3: 100: Survival: I

Bard:

Sings sonngs that buff the party or curse enemies

Vigor: -1
Speed: +1
Stamina: -1
Magic Power: +1

TAP: 175

Innate:-
Sing - Sing Songs

Equip:
Knives
Harps

1: 25: Hide - Remove from battle, return when ready
2: 50: EQ Harp
3: 100: Sing

Blue Mage:

Learns the attacks of its enemies

Vigor: -1
Speed: 0
Stamina: +1
Magic Power: +4

TAP: 350

Innate:-
Blue - Use Blue Magic
Learning - Learn Blue Magic

EQ:-
Knives
Swords
Rods
Sheilds

1: 10: Check - Get HP and Weaknesses
2: 20: Learning: I
3: 70: Blue
4: 250: View - Get Level, HP, Weaknesses and Status

Red Mage:

Reasonable fighter with both black and white magic, but harsh limitations

Vigor: +1
Speed: +1
Vitality: -1
Magic Power: +1

TAP: 1159

Innate:-
Red

EQ:-
Knives
Swords
Rods
Staves

1: 20: Red1
2: 40: Red2
3: 100: Red3
4: 999: X-Magic - 2 spells one after another - White/Black/Time/Sword/Call

Chemist:

Many item based abilities

Vigor: 0
Speed: +1
Vitality: +1
Magic Power: -1

TAP: 630

Innate:-
Drink - Use unlabeled bottles
Medicine - Double affect of healing items

EQ:-
Knives
Staves

1: 15: Medicine: I
2: 30: Mix - Mix items together - Freeform
3: 45: Drink
4: 135: Healing - Remove status affects from party
5: 405: Revive - Revive all party

Dancer:

Unpredictable yet deceptively strong, not much defense

Vigor: +1
Speed: +2
Vitality: -2
Magic Power: -1

Innate:-
Dance - Roll D4 1:- Temptango (Confuse) 2:- Wonderwaltz (Steal MP) 3:- Jitterbug (Steal HP) 4:- Sword Dance (4x damage attack)

Equip:-
Dagger

1: 25: Flirt - Enemy of lower level has DC with Level Difference as modifier to lose next turn
2: 50: Dance
3: 325: EQ Ribbon

Gladiator:

Powerful fighter but unreliable and attracts needless enemies

Vigor: +5
Speed: +3
Vitality: +1
Magic Power: -2

TAP: 700

Innate:
Lure - Lots more enemies
Finisher - Attack with -4 Critical Hit Threshold, Non Critical = Miss, Natural 20 = Instant Kill

EQ:-
Knives
Swords
Katanas
Spears
Axes
Bows

1: 30: Lure
2: 70: Finisher
3: 150: Reach: I - Capable of lunging at enemies from a great distance
4: 450: Blitz - Attack all enemies at once

Oracle:

Powerful mage with very unpredictable abilities

Vigor: -1
Agiity: 0
Stamina: -1
Magic Power: +5

TAP: 520

Innate:-
Condemn - Roll D3 for target, at end of that number of rounds roll D8 - ability names removed to avoid ruining the surprise

EQ:-
Staves

1: 20: Condemn
2: 50: Predict - Pick Degree of Judgement 1:- End of 3 turns (Weakest) 2:- End of 2 Turns 3:- End of This Turn (Strongest) Roll D10 - ability names removed to avoid ruining surprise
3: 150: AEP Up: I
4: 300: Read Ahead: I

Cannonneer:

Magical Cannon deals damage and inflicts various status affects, can make explosives

Vigor: +1
Speed: 0
Vitality: -1
Magic Power: +1

TAP: 500

Innate:
Blast - Cannon Attack - Damage as per ammo with no modifier - Roll D20 1->5: Nothing 6/7:- Poison 8/9:- Paralise 10/11:- Old 12/13:- Sleep 14/15:- Zombie 16/17:- Silence 18/19:- Blind 20:- Kill

EQ:-
Knives
Swords
Sheilds

1: 50: Blast
2: 150: EXP Up: I
3: 300: Combine - Mix ammo with items to make explosives

Necromancer:

Steals the souls of its enemies and uses them to cast powerful magic

Vigor: +1
Speed: 0
Vitality: +3
Magic Power: +4

TAP: 750

Innate:-
Dark Arts - Steal Souls by killing enemies, 1 Soul = 1 Spell
Undead - Is undead

EQ:-
Knife
Rod

1: 15: Oath - Summon demon (fill in later)
2: 30: Dark1
3: 45: Dark2
4: 60: Dark3
5: 100: Dark4
6: 200: Dark5
7: 300: Undead

Mimic:-

Does what everyone else is doing *baaa*

TAP: 999

Innate:-
Mimic - Perform last action an ally performed
3 Slots
Incapable of fighting or using items
UseInnate/Master

EQ:-
Knives
Rods
Staves
Chakrams
Sheilds
Armour
Helmet

1: 999: Mimic


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As you can see, abilities are starting to look like they belong in D20, I just need to borrow some D&D books (already arranged) to help fill in the blanks, this will be ready to go whenever we need another campeign to start

The Job System is very good at keeping people interested, and the nature of the campeign I have planned doesnt allow for people to enter or leave part way through, so I'm not really sure when the best time to start would be

scotskevin - April 18, 2007 07:29 AM (GMT)
If you need a settled group of players, probably better next year rather than next term. Next term, there will be people all over the place with exams.

Azathoth - April 18, 2007 11:31 AM (GMT)
reminds me a bit of the old warhammer fantasy roleplay system

scotskevin - April 18, 2007 11:35 AM (GMT)
Hadn't thought of that, but now you mention it. Still, no bad thing, that was quite a good game.

Katra Silvias - April 18, 2007 05:00 PM (GMT)
Next year would be good, it would also be a good way of introducing new roleplayers to the D20 system but with less complications.
I am certainly interested in participating myself, but I won't commit just yet, as I don't know when it'll be run, so it might clash with something else.

Mordax_Praetorian - April 18, 2007 05:43 PM (GMT)
Next year it is then

scotskevin - April 18, 2007 05:53 PM (GMT)
If I'm not committed to anything else at the time I'd be interested in giving it a go.

Mordax_Praetorian - April 20, 2007 05:26 PM (GMT)
For those still confused, Boco the Chocabo explains:

http://seten.esr1.net/personal/JobSys.avi

Katra Silvias - April 30, 2007 04:05 PM (GMT)
just a simple question, can we play technically evil characters who just happen to be trying to save the world?

Mordax_Praetorian - April 30, 2007 09:36 PM (GMT)
Sure

I'm never opposed to allowing players to be the "evil soul thats with the party because its suits his/her own ends", I think its rather deep character territory purely by nature with a lot of interesting roads to explore

I'd rather avoid intraparty combat, but if theres a little bit for a good reason then thats fine as long as the party can recover from it in reletively short time, I'm also not opposed to party members switching sides or going insane or whatever, but only as a means of exiting the RPG by having the other players kill you, and even then only with a good roleplayed build up and prior notification to me

Katra Silvias - May 1, 2007 11:20 PM (GMT)
So you don't mind Black Mage turning up then?

Mordax_Praetorian - May 1, 2007 11:26 PM (GMT)
As long as "black mage" doesnt do anything that would cause good aligned members of the party to turn on him/her then fine

If "black mage" does do such things then I'll have no sympathy after the rest of the party has finished

If you're using a group of people as puppets to help your own twisted cause then being able to manipulate those puppets is a vital skill, otherwise the whole performace falls down, they arent going to stand by and watch you murder innocents no matter how useful you are to them otherwise

Katra Silvias - May 1, 2007 11:30 PM (GMT)
Black Mage will refrain from stabbing party members unless said party members start acting like Fighter (including intelligence+wisdom = only enough to technically count as human/elf/dwarf etc)
However if those circumstances should occur, Black Mage will do their best to not stab said party member.
But it might involve killing the bad guys in a VERY brutal manner.

Mordax_Praetorian - May 1, 2007 11:35 PM (GMT)
Thats good because it means "black mage" has step 1 down to manipulating a party of do-gooders, I'm sure the Black Mage Legendary Hero Spirit can fill you in on the rest when you get him :P

Katra Silvias - May 1, 2007 11:46 PM (GMT)
Oh yeah, when I say Black Mage, I mean this guy:
http://www.nuklearpower.com/daily.php?date=010320
this one next




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