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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Sorry, been working 40 hour weeks. I have a list somewhere, but I'll need to find it. When I do, I'll let you know.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Thank you Darkstone, I thought everyone forgot about this lol
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Not at all, I simply offered all the advice I could, and my crew is just unwilling to use fanmade content. (and my gf is anti-final fantasy atm)
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Your advice has been helpful, thank you. Why are your friends unwilling to play using fanmade content?
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I like it, I especially like the monsters, you have NO IDEA How many attempts at d&D Stats for FFVII Monsters Iv'e seen ether grotesquely over or under powered but you forgot a few of my favorites, The Hellhouse, (A creepy walking gingerbread house) The Heavy Tank (A cyborg triceratops with tank treads for rear legs) the hammer blaster (A teleporting hammer wielding golem) and of course one of my personal favorites the Madouge (a lumbering flail wielding mutant humanoid...thing) Other than a few nitpicks, the monsters are well done, the rules are well done and capture the feel of FFVII quite well with it's blend of high-tech and fantasy quite well, excellent work
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Quote:
Originally Posted by
Marc_In_Da_Room
Your advice has been helpful, thank you. Why are your friends unwilling to play using fanmade content?
I think it's more accurate to say I'm the only one that's really into FF7 itself, they're willing to try it after I explained it's basically a modified version of Star Wars Saga Edition, but there's still the matter of conflicting schedules (though I was not joking about my GF being anti-FF, maybe if I threw in elements from 13)
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Quote:
Originally Posted by
MrAdam
I like it, I especially like the monsters, you have NO IDEA How many attempts at d&D Stats for FFVII Monsters Iv'e seen ether grotesquely over or under powered but you forgot a few of my favorites, The Hellhouse, (A creepy walking gingerbread house) The Heavy Tank (A cyborg triceratops with tank treads for rear legs) the hammer blaster (A teleporting hammer wielding golem) and of course one of my personal favorites the Madouge (a lumbering flail wielding mutant humanoid...thing) Other than a few nitpicks, the monsters are well done, the rules are well done and capture the feel of FFVII quite well with it's blend of high-tech and fantasy quite well, excellent work
thank you MrAdam, some of those monsters are more mechanical so I'll add them to the Machines chapter in the Gamemaster's Guide. The madouge, I've never heard of that creature, I dont remember seeing it in the game or in the bestiary section of the walkthrough guide :/ . You are more than welcome to help me by making those stats.
@Solidchaos: That's too bad about your GF. Let me know when you do get a game going and how it turns out.
Edit: Just looked up Madouge on the FF wiki and i do remember them now, i didnt know thats what they were called lol.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Is there any other feedback from anyone?
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Is there any more feedback? Also, if anyone wishes to help, im making a campaign guide titled Prelude to a Crisis, which covers the time period when Shinra evolves from simple "weapons manufacturer" to "electric power company". Also, it will cover the birth of the JENOVA project and the SOLDIER project. :smallbiggrin:
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I know I'm interested, but I can't offer feedback because I've not been able to playtest the system so far... :smallfrown:
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
That's ok Larkas, if you get a game started please let me know how it goes and make a list of things that work/dont work or needs attention too. I'm not ready to playtest this again until I've sorted out all my personal problems first.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Is there anymore feedback on the system? Current development of the Prelude to a Crisis Campaign Guide is going slowly at the moment but i will pick it up again as soon as possible.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Is there any more feedback or constructive criticism?
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Been awhile since i looked at this thread, so had to read it all over again. I am currently DMing a group using this system, and we all enjoy it...though we have one guy whining, but that is about the Sage system in general. My only thing right now, is the gazetteer, as the map itself is based off of FFVII for PSX, and there were a few locations that were not involved with the skill checks. Fort Condor comes to mind foremost. As for the summons, I was wondering if the Knights were going to be fleshed out. My campaign focuses on them, so I was just wondering. Appreciate all the work you have done, and I look forward to the FFVIII stuff as well. Have one guy biting his nails waiting for it.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Hi Silverwerret. If you follow my website link in my signature you will find an updated version of the core books,which include the Knights of the Round materia ;). Enjoy
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Hmmm.
Just an exercise...
Pathfinder and D&D 3.5 have 'iconics.'
I think you should go through and list the various feature characters at each point in the series.
Cloud (Crisis Core) is still human, for example, until the test tubes. He and Zack both become Half Alien when Hojo's through with them.
But Cloud (FF7+ is Half Alien)
Cloud in AC is higher level then Cloud in FF7. It also lets you stat up First Tsurugi, and all Cloud's dual wielding, which he never uses before AC.
And Cloud in Dirge is higher level even still.
Vincent probably also uses the half alien template, even if the truth is that he's actually half WEAPON.
Don't forget to stat up antagonists too! Sephiroth (CC, FF7, AC) are all good things to have out there. Remember, you can't overpower Sephiroth. The dude has natural 18s across the board even in his CC incarnation, and he only gets more ridiculous after that. Sephiroth is noted to be the strongest being in the world, flat out. No one can compete with him. As such, he should have the highest CR of any single being in your world.
Aerith has her living form (CC, FF7) and then her Post Mortem form (Maiden over the Planet, Case of Lifestream:White, AC). You'll need to create some sort of 'positive energy lifestream spirit' for her. She also gains something like 10 or 15 levels immediately upon dying, gaining cosmic control of the Planet.
Speaking of which, that's most obviously modeled by the Deathless Template (Book of Exalted Deeds, perhaps as a 'sacred watcher'.)
Meanwhile, the remnants, and very possibly Sephiroth in AC...are technically undead, with all that template bestows.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Quote:
Originally Posted by
Angelalex242
Hmmm.
Just an exercise...
Pathfinder and D&D 3.5 have 'iconics.'
I think you should go through and list the various feature characters at each point in the series.
Cloud (Crisis Core) is still human, for example, until the test tubes. He and Zack both become Half Alien when Hojo's through with them.
But Cloud (FF7+ is Half Alien)
Cloud in AC is higher level then Cloud in FF7. It also lets you stat up First Tsurugi, and all Cloud's dual wielding, which he never uses before AC.
And Cloud in Dirge is higher level even still.
Vincent probably also uses the half alien template, even if the truth is that he's actually half WEAPON.
Don't forget to stat up antagonists too! Sephiroth (CC, FF7, AC) are all good things to have out there. Remember, you can't overpower Sephiroth. The dude has natural 18s across the board even in his CC incarnation, and he only gets more ridiculous after that. Sephiroth is noted to be the strongest being in the world, flat out. No one can compete with him. As such, he should have the highest CR of any single being in your world.
Aerith has her living form (CC, FF7) and then her Post Mortem form (Maiden over the Planet, Case of Lifestream:White, AC). You'll need to create some sort of 'positive energy lifestream spirit' for her. She also gains something like 10 or 15 levels immediately upon dying, gaining cosmic control of the Planet.
Speaking of which, that's most obviously modeled by the Deathless Template (Book of Exalted Deeds, perhaps as a 'sacred watcher'.)
Meanwhile, the remnants, and very possibly Sephiroth in AC...are technically undead, with all that template bestows.
that is something to think about. The stats shown in the Gamemasters Guide were just various characters in various points in the Compilation. I'll look into it though and see what I can do :)
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Oh, and one more thing...
Whatever you do, do NOT attempt to solve the Love Triangle. You'll just flamed to death by whichever side you decided against. They're very vicious about that.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Been following your site, since I am currently in the campaign. It says version 1.19 and that doesn't contain it. I ran a search in the document and didn't catch it. I assume it is in the Player's Handbook, since it is materia. Maybe I am just being blind, or not looking in the right place.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I'll have a look and get back to you. It might be an outdated link so ill double check.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I will sort the issue out as soon as I get home. In the meantime, if you go to the official Facebook page (link on website) you can get the updated files there. The Knights of the Round materia is in the Summon section of the materia chapter.
EDIT: The link has been fixed and it will now send you to the newer version of the site. i forgot to publish the updates lol
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
You good sir, are awesome. Thank you for the quick response.
Oh, there is one other thing I wanted to ask about. In the fusion materia. You can get the dark, hell and tri versions of the three magic elements. Now I get the difference of Dark to Hell. But Hell to Tri confuses me. It costs an Ultima materia along with the Hell-element materia. The cost goes up, but the damage goes down while the special stays the same. So for now, there is no reason to upgrade to that. Just wondering if that is how it was supposed to be or is something off? Thanks again. Looking through the book now for any other changes since the last version.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I'll check over that and get back to you on it. I'm now away from my computer so as soon as I get a chance ill make any necessary changes and let you know
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I solved the problem, its in the wrong sequence. Instead of it being Dark>>Hell>>Tri, it should be Dark>>Tri>>Hell. Hope that clears it up, and it should read better in the next revision update
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Is there any more feedback of the system? Also, for those who haven't got the recent 1.20 version, it is available for download on my website. Also, for feedback purposes, here is The Knights of the Round materia ;)
KNIGHTS OF THE ROUND
Bonuses and Penalties: +5 to Magic Defence/-5 to attack rolls (weapon) or -5 to Reflex Defence (armour).
The Knights of the Round summon is a unique materia in that the summon doesn’t stay on the battlefield until the caster becomes unconscious, the encounter ends, or if the summon becomes unconscious, nor can the summon level up. Instead, as a full-round action, 13 knights appear one after the other and deals damage to all enemy targets in a 4 square radius from the caster. The damage is 13d8, and the caster’s Spellcasting check has to exceed all affecting targets’ Reflex Defence otherwise the summoning is considered an automatic fail.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Have you statted out the major feature characters yet? I'm waiting to see that before I give future feedback.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
There are some stats in the Gamemasters Guide. They are stats for all nine playable characters of the original ff7, Zack, Sephiroth, Hojo, Tseng, and Rufus. I haven't done anymore characters as of yet.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Wow. Cloud and Seph are badly underpowered. You want to jack Seph up higher to about CR 25 or even 30 or so. (Yes, he's literally epic level.) That is, add all 10 levels of melee duelist to him. Cloud's physical stats should be higher, maxed, even, for his race and class. He might be worth jacking up to CR 20 as well, as he's second only to Seph himself. Seph should be maxed across the board. He has NO weaknesses whatever.
Since I noticed you're using something that's very similar to Star Wars Saga Edition, with Soldier 2nd subbing for Jedi Knight and Soldier 1st subbing for Jedi Master, he might also have the last levels of Soldier 2nd, even if he really doesn't need them.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Erm, max level is 20 overall
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
For normal PCs, sure. For iconic beings, it doesn't have to stop at 20.
Free your mind, Neo.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
With respect, I'm going to stick with the normal 20 levels max. I'm drawing inspiration from Star Wars SAGA and they don't go beyond level 20.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Very well. You could still boost their raw stat totals, though.
Treat Seph as if he'd had raw 18s across the board...and on top of that, don't forget to give him his 5 level up increases. To prevent odd numbers, you can raise 2 stats by 4 on top of the natural 18s, and 1 stat by 2.
I'd recommend Cloud also show natural 18s, at least physically, and then do the same raise 2 (physical) stats by 4 and one (physical) stat by 2. Cloud may actually prioritize Con, considering how often he gets stabbed and blows it off.
You don't have to make him playable by the normal rules, either. It might be acceptable to give a prodigy like him 2 more levels of Soldier 2nd in exchange for 2 levels of fighter...even if you can't normally take Soldier 2nd at level 5. Seph is a unique case, after all. Genesis may also be able to do that. Weiss probably did the Deepground equivalent.
I also wonder if Cloud should be built with the actual SOLDIER prestige classes, or if he's fine as he is. Sure, he never made it into SOLDIER, but he's also far more powerful then any actual SOLDIER ever was. Does Melee Duelist cover all the pseudo SOLDIER abilities he shows?
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Cloud's SOLDIER abilities are drawn from Mako Talents and the Clone subrace. Melee Duellist enhances his swordfighting abilities, at least in theory.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Hmmm. Clone template's in the book, but Half Alien Template is not. What bonuses does it give again?
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
So, a new guy! I haven't played FF7, but since I've played FF9 and the FFTA games, I figured it would be a cool read, and boy was I right. Anyway, I'm making a character now (Level 3 human fighter/mage who dual-wields a Small sword [shrunken Longsword] and a handgun), and i was slightly confused about one thing. Semi-auto guns only fire normally, right? No auto-fire?
Other than that, it's nice to have a decent-seeming d20 model for a Final Fantasy game, even if I only know this one from friends and Youtube. Keep up the good work, Marc!
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Clone is a subrace and Half-Alien is a full race that isn't playable for one reason and one reason only: there are only six members of this race and you can only be born from the JENOVA project to be considered a Half-Alien. Angeal, Genesis, Sephiroth, Weiss, Nero, and Rosso are the only Half-Aliens.
As for auto vs semi-auto weapons, weapons are not my strongest point and that is one area I need help with them desperately. Any help will be greatly appreciated.
Thank you JBPuffin, look forward to any assistance you can provide. Once again thank you.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
You don't count Azul as half alien? Interesting.
I still argue Cloud makes it to half alien when Hojo's done with him. And possibly Zack. But Cloud is far, far beyond your average clone. (Cloud does show the green cateyes when afflicted with Geostigma. Sephiroth's trying, Cloud's just grown strong enough to resist)
But I asked for the stat modifiers, at least in the DMG, so people can reverse engineer the stat growth for the big SOLDIERs and the Tsviets.
Besides, I can imagine somebody using your system to play a 'Crisis Core' game, using Angeal, Genesis, and Sephiroth as PCs. And even Zack.
Likewise, an AVALANCE game of the big 9.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Quote:
Originally Posted by
Marc_In_Da_Room
Clone is a subrace and Half-Alien is a full race that isn't playable for one reason and one reason only: there are only six members of this race and you can only be born from the JENOVA project to be considered a Half-Alien. Angeal, Genesis, Sephiroth, Weiss, Nero, and Rosso are the only Half-Aliens.
Hmmm, it might make sense to stat half-aliens up in the Monster Manual anyways, even if with that disclaimer. A DM might want to make a new NPC/BBEG with that race for whatever reason.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I do have the race statted up in a separate document, waiting for the right time to publish it. In fact, here it is for you guys to review:
HALF-ALIEN
Half-Aliens are few and far between. Born from either the JENOVA Project or the DEEPGROUND experiment, Half-Aliens are, to put simply, creatures with unearthly abilities and strength. They are descendants of JENOVA, who was mistaken to being a Cetra upon the discovery of its remains at the Northern Cave.
Half-Aliens look exactly like normal humans, but with several alien-esque features; such as the slim-line face, pale skin, and striking green eyes with cat-like pupils. Because of this, just like the Cetra, they can blend in and appear like regular Humans, if it weren’t for the fact that their “mako eyes” give them away.
Example Half-Aliens: Angeal Hewley, Genesis Rhapsodos, Nero the Sable, Rosso the Crimson, Sephiroth, Weiss the Immaculate.
HALF-ALIEN RACE TRAITS
Half-Aliens have the following race traits.
Ability Modifiers: +4 Str, +2 Dex, +2 Int, -4 Con, -2 Wis, -2 Cha.
Medium-size: As Medium-sized creatures, Half-Aliens have no special bonuses or penalties due to their size, however their carrying capacity is 5x that of normal Medium-sized creatures.
Speed: Half-Alien base speed is 6 squares.
Jenova’s Cells: A Half-Alien character gains a +5 natural armour bonus to their Reflex Defence.
Parasitic Surge: Once per encounter, a Half-Alien character can reroll an attack roll of their choice, keeping the better of the two rolls.
Immunity: A Half-Alien character is immune to all status-effects, except zombie. A spell or effect that inflicts the Half-Alien with a status-effect, with which he is immune too, automatically fail.
Automatic Languages: Basic.
Also, Azul wasn't born from the JENOVA project, he willingly joined Shinra.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Hmmm.
Are we sure Hojo didn't manage to make Cloud one of those? 5 years in a test tube with a lot of S-Class cells can do some funny things to your genetics.
Cloud seems to be a bit more then your average 'clone.' Especially considering Geostigma.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
IF we take the idea that the story of ff7 was a d20 adventure, we could assume that the GM granted Cloud with additional bonuses and abilities after doing certain things in the campaign :)
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
A few minor description oddities:
Quote:
Half-Aliens look exactly like normal humans, but with several alien-esque features; such as the slim-line face, pale skin, and striking green eyes with cat-like pupils. Because of this, just like the Cetra, they can blend in and appear like regular Humans, if it weren’t for the fact that their “mako eyes” give them away.
1 - If half-aliens look like humans with several alien-esque features, they can't look "exactly" like humans. Maybe a better wording could be "half-aliens look mostly like normal humans".
2 - I might be wrong (as in: I probably am), but wasn't Sephiroth's cat-like pupils a result of overexposure to Mako?
Apart from that, I'm not too sold on the idea of half-aliens having a penalty to Con, and to a lesser extent Cha (on a lesser scale, clones don't seem particularly frail to me). On the other hand, my objection to the idea could be explained as borne from a skewed sample: all the half-aliens we know just happened to be extremely persuasive and have a lot of force of personality, and they just happened to be very tough. I'm not too sure that the source material allows for that, though. A little food for thought: half-alien definitely doesn't have to be balanced against base humans, and clones can be balanced in other ways (i.e.: maybe their human bonus feat is locked into Mark of a SOLDIER, an important drawback in my opinion). Anyways, I hope this can be of help.
EDIT: To be fair, I think I'd drop the Int bonus too. Only Sephiroth seems to be extremely intelligent, and that might just be wholly his merit.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I don't buy it either.
If I were you, I'd use the 'Half x' templates out of D&D's monster manual.
Perhaps a combination of Half Celestial, Half Dragon, and Half Fiend.
Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2. (Half Fiend)
Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4. (Half Celestial)
Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2. (Half Dragon)
Taking the best of each....
Str +8, Dex +4, Con +4, Int +4, Wis +4, Cha +4
Now that looks like a stat block I'd put on Sephiroth.
It is, of course, an 'ECL Race'...but cosmic beings like Sephiroth deserve one.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Improving the Half-Alien's ability modifiers may be a good idea actually, but the total modifiers have to add up to +0 to keep it balanced with the other races in the Player's Handbook (or considering their ancestry, a +1), which means at least two abilities will have a penalty.
So far, i think we can all agree that Strength should have a high modifier, and i agree that Intelligence should be dropped completely.
How about one of these: (1) Str +8, Cha +4, Con -4, Dex -4, Wis -4
(2) Str +5, Wis +2, Cha +2, Con -4, Dex -4
EDIT: I have changed the grammar problem. Also, what do you guys think of the other Half-Alien abilities? Do any need changing or improving?
EDIT 2: Geostigma can affect anyone who came into close approximation of the lifestream when it burst out of the ground, it doesn't just affect clones/copies or those with S-cells/G-cells. The reason it affected Cloud in such a bad way was because of his mental instability.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Free your mind, Neo.
The race does not HAVE to be balanced. It can be an ECL Race.
Because you can't justify Sephiroth or Wiess with Dex and Con penalties.
You can justify them with bonuses, though. Big bonuses.
If anything, the only downside half aliens seem to have is that they tend to be insane to the point of megalomania and world destruction and attempting Apotheosis.
And yet, for all that insanity, it is inappropriate to call Sephiroth stupid (He isn't), nor can you call him unwise (He has the highest willpower of all beings, by word of Nomura.)
In fact, with my stat block on Sephiroth, his stats look like this.
Base:
26, 22, 22, 22, 22, 22
As he levels up to 20...
He gets 30, 24, 22, 22, 26, 22 (why 26 wisdom? It's that 'highest willpower of all' thing Nomura said. It helps it also controls his number of extraordinary powers.)
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I don't agree with Angelalex242 about the extent of the bonuses, but I also don't think that half-aliens have to be balanced against other races at all. If there's a "race" that's supposed to be more than mere humans in FFVII, those would be the so-called half-aliens. Heck, that's what Hojo hoped for when he created Sephiroth. Don't think about half-alien as a "playable race". They should be bundled with monsters, because that's pretty much what they are. Putting in a warning that they shouldn't be used along with regular races should be enough to avoid party imbalance.
Of course, this is all just my opinion on the subject.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Thanks everyone. I wont make the Half-Alien a playable race, just a 'GM-Usable Race Only'. Larkas, what is your suggestion on their ability modifiers? If we ignore Intelligence completely and give Strength +8, what would your ideas be for the other ability modifiers?
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
It's not even a GM race so much as a feature character race. It's highly unlikely a GM would make an Original Character with this race. It'd sort of diffuse the verisimilitude of the world.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
If it will be too powerful and unbalanced for players to use, and GMs not allowed to use it because it will create an alternate timeline, then there is no point in actually putting it in any book whatsoever. Sorry for sounding rude, alot on my mind. Need to get some sleep.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I have altered Sephiroth's ability scores and changed everything related to those changes. actually, he now looks near impossible to beat lol.
SEPHIROTH (ADVENT CHILDREN) CL 20
Male Half-Alien* fighter 7/SOLDIER 2nd Class 8/SOLDIER 1st Class 5
Init +13; Senses Perception +13; fearless
Languages basic
Defences Ref 30 (flat-footed 24), Fort 39, Will 41, Mag 39; Immunity;
mako-infusion
HP 320; MP 99; Threshold 39; Mako 18
Speed 6 squares (ground), 6 squares (flight; perfect)
Melee masamune +28 (2d10+20) or
Melee masamune +23/+23 (2d10+20) with Double Attack or
Melee masamune +18/+18/+18 (2d10+20) with Triple Attack
Ranged by weapon +26
Base Atk +20; Grp +28
Atk Options Double Attack, Souleater, Triple Attack
Special Actions Expose, Mimic
Extraordinary Powers Known (Spellcasting +24): bizzaro energy (5),
dissipate magic (5), heartless angel (5), lightning speed (5),
supernova (5)
Limit Breaks Braver, Octaslash, Transform (bizzaro, safer)**
SOLDIER Secrets devastating power, enlarged power, multi-target power,
quicken power
SOLDIER Techniques improved cast magic, mako point recovery (3)
Abilities Str 27, Dex 22, Con 22, Int 22, Wis 27, Cha 22
Talents Block, Cover, Deflect, Expose, Magic Sword, Mako Break, Mimic I,
Mimic II, Souleater (2), Weapon Specialisation (masamune)
Feats Acrobatic Strike, Armour Proficiency (light), Combat Reflexes, Double
Attack, Exotic Weapon Proficiency (masamune), Limit Block, Limit
Deflect, Mark of a SOLDIER, Materia Fusion, Skill Focus (Spellcasting),
SOLDIER Training (3), Triple Attack, Weapon Proficiency (pistols, rifles,
swords, simple weapons)
Skills Acrobatics +21, Jump +23, Spellcasting +24
Possessions masamune, SOLDIER uniform (armour +6,
equipment +3)
*Half-Alien is a special race available to characters born from the JENOVA project.
**Sephiroth can only transform into these beings once he has successfully absorbed enough
litres of Lifestream equal to his character level x one-half his wisdom score (rounded down;
bizzaro) and his character level x his wisdom score (safer).
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Tips:Remember his Int Bonus is MUCH higher now. He needs to have all 8 skills for being a fighter with a +6 int mod.
I recommend he have the following:
Acrobatics, Jump, Spellcasting, Endurance, Initiative, Perception, Knowledge Tactics, Knowledge World Lore
(why tactics? GENERAL Sephiroth, ya know.)
On Feats:(Give this guy double feats, he needs them.) Iconic would be Fatal Hit (Remember poor old Aerith?) I likewise recommend triple and quadruple critical to explain his one hit kill there. He should likewise have quadruple attack. Yes, he may need more feats then usual to have all that. Accelerated Strike also makes sense, Attack Combo Melee, Critical Strike (Masamune), Feat of Strength, Overwhelming attack, Quick Draw, Rapid Strike, Running Attack, You can hear the cry of the planet (He started with 13 feats, he now has 13 more!)
Also, in his advent children incarnation only, he may have Advent Feats...Auto Limit, Divinity 1, and Divinity 2, and OBVIOUSLY One Winged Angel (JENOVA herself watches him...)
Note that SOLDIER Training now gives him access to /9/ extraordinary powers per time taken. He'd have 27 extraordinary powers with 3 of them now. 5 powers with 5 uses only adds up to 25.
Masamune should be an 18-20 threat range weapon. (In FF7 proper, it had a 255% crit rate in the Nibelheim flashback...18-20 is the closest equivalent.)
Recommend Str 26, Dex 24, Con 22, Int 22, Wis 26, Cha 22. Odd numbers don't do anything for him.
How do you balance it out like that?
Str +1, Dex +1
Dex +1, Wis +1
Str +1, Wis +1
Str +1, Wis +1
Str +1, Wis +1
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
SOLDIER Training only grants you additional EP equal to your Wisdom modifier after the initial purchase of the feat. Its only when you purchase the feat for the first time do you get EP equal to 1 + Wis mod, which means he gets 8 more not 9.
If I could give him more feats I would but I can't.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Why can't you? Why does this legendary being have to play by the same rules as normal characters? He doesn't have to be buildable by the same rules.
Also, since his soldier uniform is a recreation of negative lifestream in AC, it's not penalizing his dex or his hero bonus to Reflex anymore. It's more a part of him then something he wears.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Angelalex seems to be going a bit overboard here (sure, he's the best, but the PCs should have the chance to be better still), but there is no real reason that NPCs and PCs need to follow all the same rules. Give Seph what stats you think he needs and leave them at that. Simple enough.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Not at all. No PC needs to be 'better' then Sephiroth, even at level 20. They just have to be able to kill him, and the cardinal rule of 'anything with stats can be killed' applies.
Even Cloud is not 'better' then Sephiroth. He simply has a move that can kill him. (Omnislash)
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
No, it's a GM choice thing; if he's such a Sephiroth groupie that he wants to make him ridiculous, let HIM do that. Base, however, ought to be something a party could defeat, and with as much difficulty as any other final boss of a campaign. It should NOT be like fighting a adamantine wall that shoots plasma cannons at you, which is what'll happen if this insanity continues.
Keep the stat-block as it is, Marc; no reason to make Sephie even more ridiculous to fight than he already is.
Also, something to keep in mind: there aren't nearly as many ludicrous things, magical or otherwise, in this system. Some things may actually be impossible to kill, frankly.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
You mean the WEAPONS?
They're supposed to be supertough to kill. There's a reason Ruby and Emerald require very specific materia setups to take them out.
But the key point here is that Sephiroth>WEAPONS. I'm trying to make sure that Nomura's word choice about Sephiroth being top of the food chain remains true. That's why, for example, he has wisdom 26 instead of dex 26. Nomura said his will was strongest. So we gave him the wisdom score to match.
With Weiss, one of his things is a 'nearly indestructible body'. So I'd see to it he had a Con of 26, and perhaps a dex of 26 to go with it. He was more of a leader then Sephiroth, so I'd set his Cha to 24. He'd otherwise have 22s.
Oh, yes, we might consider upgrading his 'SOLDIER uniform' (why does he want something so restrictive?) to a Bangle. Most likely the Mystile, perhaps with +8 Str and +8 Con as the 'Rider Effects'
Oh, yes, something else I noticed that seems kind of silly...
Why is it that people with higher wisdom scores take LONGER to reach limit breaks then fools?
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Because they're less in charge of their emotions? It is kind of strange; maybe 30-their Wis would be a better way? Good catch, man.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
I'd agree with that.
There should never be a penalty for rolling well on the dice.
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Re: Final Fantasy VII D20 Roleplaying Game Core Rulebook (version 1.10)
Sorry for the waited response.
Ive corrected Sephiroth and ill leave him at that.
JBPuffin: What do you mean about certain other things being impossible? Are the WEAPONS too powerful or too weak? Also any help on the limit break system will greatly be appreciated.