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 ExplainsEach 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
------------------------------------------------------------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