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Re: Final Fantasy d6 Homebrew
Went ahead and edited the whelk since there was some concern over the loot. However, I still contend that giving the group one reset button is going to have pretty much the same level of power regardless of when and where it's used.
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Re: Final Fantasy d6 Homebrew
I agree wholeheartedly. I also think that if you're the sort to grant your group a 'reset button item,' better to do it early in the game (like, say, off the first boss Whelk) and let them sit on it. Makes for a fun metagame dynamic as the party starts taking crazy risks.
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Re: Final Fantasy d6 Homebrew
I disagree. Early super items should only be obtained by taking the time to master an obscenely obtuse minigame. Getting them from an enemy seems to easy.
But who am I to argue with the master! Add it back in if you prefer; I just archive the homebrew, I don't affect it.
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Re: Final Fantasy d6 Homebrew
Tournesol
Tier 8 Blade, STR +4, Break Damage Limit, Indestructible, Piercing, Precision, Special Ability
The Tournesol, also called Sunflower, due to its appearance and name, is an extremely deadly weapon, able to strike almost any enemy down with no effort. Its most notable features are its sun-shaped cross-guard and its blade, which curves like waves on the ocean. Despite its thinness, the Tournesol is sturdy and strong.
Anyone wielding Tournesol who is physically damaged gains the Auto-Life ability. This only activates once per battle. As well, when this ability is activated, the character heals an amount of HP equal to their level.
Wyrmhero Blade
Tier 8 Blade, STR +2, Break Damage Limit, Indestructible, Piercing, Precision, Holy Strike, Special Ability
The Wyrmhero Blade is a greatsword of immense power. In its pommel is set a ruby, matching one in the W-shaped crossguard. Its blade shines with silver on the edge, while deep red outlines gold with an inscription of foreign words no one has deciphered since its creation.
Wielding the Wyrmhero Blade is a unique honor available to anyone worthy of acquiring it. Any character can wield the Wyrmhero Blade with no penalty, regardless of their ability to use weapons of the Blade type. As well, any damage the wielder deals, whether physical or magical, is increased by one damage step.
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Re: Final Fantasy d6 Homebrew
Added the new weapons to the inventory.
If Icarus doesn't finish the Keymaster soon I'm going to take over. In the meantime I'm going to start on probably the Trainer Job from FFX-2 (don't judge me, fluff can be rewritten :smalltongue:)
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Re: Final Fantasy d6 Homebrew
Despair not! I've been playing Birth by Sleep (christmas present) so I haz more ideas for the Keymaster.
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Re: Final Fantasy d6 Homebrew
Well my homebrewed setting is coming along. We got a bit of fluff and one extinct player race. The Mithra made Machina(still looking for better name. They are like warforged) that look like the Machina Defenders from FF10. They used them for war, ended badly, machina attain sentience. They make smaller bodies and eventuly become the only thing left of the mithra. The smaller bodies come in 2 standard versions with a few(as of yet undecided) others. The oldest of the Machina still guard the ancient city fulfilling the last task they were given. They lead the rest of the machina and have adopted the Mithra city of (insert name here) as a capital.
Model L(Large) +2 strength -2 Dex. 7 feet tall hulking brutes. Used for the more adventures machina.
Model M(Medium) +2 dex -2 strength. 5 feet tall. Normally used by crafters or those who prefer non brute force methods of fighting.
I may except some feed back from here but this a community project on another forum.
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Re: Final Fantasy d6 Homebrew
Aaand the Keymaster is finished! Added 5 abilities and the Epic Ability. Probably crap-broken though, so could still use feedback.
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Re: Final Fantasy d6 Homebrew
Make final form last 4 rounds or a stat rating (probably spr) rounds. Seems a bit ott giving them EVERYTHING, especially since the game version doesn't give you that. I'd give them a free use of Drive Form while the duration of Final Form is active, let them attack at medium range and fly, and let ten use any abilities they jaw without using a use of them up.
The new abilities look ok, though the one that let's you throw it in a straight
line might be a bit pants since I don't recall the system using direction when aiming stuff.
And as always I find it extremely unfair that it gets better HP & MP than the Red Mage, and can also use more varied weapons than them, get access to time magic for free, all on top of their self upgrading weapon. It's like you hate the Red Mage. Meh :smallsigh:
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Re: Final Fantasy d6 Homebrew
Quote:
Originally Posted by
Kobold-Bard
Make final form last 4 rounds or a stat rating (probably spr) rounds. Seems a bit ott giving them EVERYTHING, especially since the game version doesn't give you that. I'd give them a free use of Drive Form while the duration of Final Form is active, let them attack at medium range and fly, and let ten use any abilities they jaw without using a use of them up.
Fair enough, it's actually been a while since I played KH 2, so I couldn't quite remember what Final Form actually did. I'll probably change it to that.
Quote:
The new abilities look ok, though the one that let's you throw it in a straight
line might be a bit pants since I don't recall the system using direction when aiming stuff.
Yeah, that's the one I was most worried about. It's always hard to acheive that sort of effect in a system that doesn't have described shapes (like line, cone, sphere etc. in D&D) so I wasn't too sure about it.
Quote:
And as always I find it extremely unfair that it gets better HP & MP than the Rad Mage, and can also use more varied weapons than them, get access to time magic for free, all on top of their self upgrading weapon. It's like you hate the Red Mage. Meh :smallsigh:
Damn, I kept forgetting too change that. I'm probably just going too give them lower MP, as I can't imagine them being more frail than the Red Mage, and I don't really think the time magic thing is an issue as they still have to spend an ability slot to get any magic at all.
Plus, they get less spells than the Red Mage, doubly so if they don't take Key Magic at first level (which they'd be pretty crazy not to, but still).
And believe me, I don't hate the Red Mage, they're one of my favourites. Blue mage however, just annoys me (not a fault of the system, I just don't like the concept. Never liked them in the FF games either).
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Re: Final Fantasy d6 Homebrew
Okay, I'm back, people! I'm not making any homebrew for the system at the moment, but I'd be happy to review other people's work like I usually do.
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Re: Final Fantasy d6 Homebrew
Ok in the home brew world we got a villain setting himself up to attain god hood.......no comment on how but we got it worked out.
Just telling you guys
Plan to post all the info when its done. Possibly in a nice PDF.
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Re: Final Fantasy d6 Homebrew
And lo, the blessings of the Dust were obtained, and there was Megaelixer, and it was good.
Quote:
Originally Posted by
Kobold-Bard
Early super items should only be obtained by taking the time to master an obscenely obtuse minigame.
However sir I like the way you think. Maybe I could get a little 1-shot alchohol bottle, fill it with something glittery, and put it at the end of a obnoxious board game missing half the pieces...
In any case though, the point is moot since my players lost interest. THEY want to run around and be elves and fight dragons and whatnot. Ingrates.
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Re: Final Fantasy d6 Homebrew
I was wondering if it would be too bothersome to give androids some of the abilities of any class by way of grafts as long as it would make sense... Things like Libra Eye, or similar. I'll edit this post to reflect more accurate representations of what I want once my computer stops being retarded.
[EDIT]I think I'll post it on a new post[/EDIT]
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Re: Final Fantasy d6 Homebrew
A few notes on pricing for the purposes of my graft Houserules... There are several job abilities, race features, etc that grant kewl stuff that would make sense as a bionic adjustment to androids or grafted peeps, I tried to have a looksee at duplicated things... Flight in particular was of great help in determining pricing.
For an ability that is one of the better manifestations like the Aerial Mutation, cost would be 4 points (having the autorepair graft essentially gives you a job ability)
Having only part of a better job ability or whatnot like Time Mage Flight (which you can still use at whim but doesn't have Aerial Killer) it's 3 points
Having a limited job ability which you can only use for a duration based on an attribute score (Like Moogle limited flight) is 2 points. Other Grafts use pricing similar to a preexisting graft they're on par with...
Without further ado I bring you the following grafts:
Golden Eye(4 points)
You have a shiny yellow orb in your eye socket surrounded by a large metal housing that facilitates the electronic equipment required for analysis of brain waves.
Location: One Eye
Effect: Golden Gaze Job ability
Libra Eye(3 points)
You have a black eye socket with a green crosshair surrounded by a large metal housing that analyzes visual imput.
Location: One Eye
Effect: Scan Job ability
Libra Eye Mk 2(4 points)
You have a black eye socket with a green crosshair surrounded by a large metal housing that Analyzes visual imput.
Location: One Eye
Effect: Advice Job ability
Jet Pack(2 points)
Your back opens up, rockets come out and you can fly, but it is limited by your own energy...
Location: Back
Effect: Limited Flight
Jet Pack Mk 2(3 points)
Your back opens up, rockets come out and you can fly, There is no limitation on this improved flight
Location: Back
Effect: Flight
Subdermal Armor(4 points)
Your skeleton is reinforced with metal which upon entry to your body was molten... musta hurt.
Location: Skeleton
Effect: Skin of Iron Job ability
At first I considered several options not on this list... First Strike or Preemptive Footwork, or Take Aim, but I can't think of a good medium...
Edit: Fixed.
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Re: Final Fantasy d6 Homebrew
Quote:
Originally Posted by
steelsmiter
Subdermal Armor(4 points)
You have a black eye socket with a green crosshair surrounded by a large metal housing that Analyzes visual imput.
Location: Skeleton
Effect: Skin of Iron Job ability
At first I considered several options not on this list... First Strike or Preemptive Footwork, or Take Aim, but I can't think of a good medium...
Copy paste mess up? Or is the eye a gateway to the skeleton?:smalltongue:
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Re: Final Fantasy d6 Homebrew
Quote:
Originally Posted by
Creed
Copy paste mess up? Or is the eye a gateway to the skeleton?:smalltongue:
yeah it should be you have admantite in your skeletal system or similar, thanks... though to be honest I like your idea on the gateway much better... :smallbiggrin:
fixed it
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Re: Final Fantasy d6 Homebrew
Also forgot Claws
Claws (3 points)
Your fists have claws which you can flavor to be retractable if you like.
Location: Fists
Effect: Claws which function much like the Beast Mutation but you don't get beast killer
WOLVERINE GO! as soon as I can figure out a regenerative graft :smallbiggrin:
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Re: Final Fantasy d6 Homebrew
Quote:
Originally Posted by
steelsmiter
Also forgot Claws
Claws (3 points)
Your fists have claws which you can flavor to be retractable if you like.
Location: Fists
Effect: Claws which function much like the Beast Mutation but you don't get beast killer
WOLVERINE GO!
as soon as I can figure out a regenerative graft :smallbiggrin:
auto-repair
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Re: Final Fantasy d6 Homebrew
Quote:
Originally Posted by
Creed
auto-repair
Hm. Should an android with that get SOME kind of regeneration? Maybe that kind of auto repair would cost more?
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Re: Final Fantasy d6 Homebrew
Quote:
Originally Posted by
wiimanclassic
Hm. Should an android with that get SOME kind of regeneration? Maybe that kind of auto repair would cost more?
well yeah I was going for an Auto-Repair mk 2 but wasn't liking the idea of perminent auto regen, and couldn't figure out how I wanted to do Cure castings with regard to only the android...
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Re: Final Fantasy d6 Homebrew
Quote:
Originally Posted by
steelsmiter
well yeah I was going for an Auto-Repair mk 2 but wasn't liking the idea of perminent auto regen, and couldn't figure out how I wanted to do Cure castings with regard to only the android...
A toned done version of regen then? Maybe a 4th the amount it would heal or something?
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Re: Final Fantasy d6 Homebrew
That's possible, actually I was thinking on changing auto regen and auto poison in general, since characters in late game rarely benefitted so massively as a tenth of their health or damaging a tenth of their target's health, I was thinking on making it a flat number of dice regardless of what level or Vit or HP the target had.
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Re: Final Fantasy d6 Homebrew
Possible fix for Martial Arts
As is, MA leaves a bit to be desired in terms of suspension of disbelief at least for me... Furthermore when I think of someone who's able to get a boatload more damage out of his fists, that person is pretty consistently able to do so without any reliance on a high tier weapon.
This proposed fix somewhat alleviates the problems:
Martial Arts is reliant on the number of Improved Arsenal levels the character posesses. Unlike regular IA, for the most part, the monk uses his fists and doesn't need to make additional skill or attribute checks beyond the standard ACC roll. The monk is still able to use IA for its normal use but in picking up things like live sharks, the additional roll is still required.
Additionally, the monk only suffers a loss in damage potential if his levels of IA are lower than the tier of his weapon once that weapon breaks.
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Re: Final Fantasy d6 Homebrew
Something to make fighters an attractive option:
Weapon Specialization– Passive, Self
A fighter may choose a weapon category he knows. Weapons of that category deal an additional damage step at all times. this doesn't necessarily replace trauma but doesn't stack with it.
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Re: Final Fantasy d6 Homebrew
For people who want to pull a Cecil as of Dissidia: Final Fantasy, but don't want to start as a Freelancer:
Dark Knight/Paladin Ability
Proteus - Special
The paths of the Dark Sword and the Holy Light seem mutually exclusive at first, but true masters of either art understand that darkness and light are as complementary as they are opposed. Such heroes are able to bridle light and darkness, calling upon the powers of both or either as they choose. A Paladin or Dark Knight who selects this ability may in future select abilities from the opposing Job, and may switch their Epic Ability for the other 1/session; the switch will reverse itself at the end of the session.
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Re: Final Fantasy d6 Homebrew
Zodiac Spear
Tier 8 Reach, STR +2, Break Damage Limit, Indestructible, Piercing, Special Ability, Triple Critical
The Zodiac Spear is fairly nondescript. The thin silver shaft goes up to a flaring head that tapers in quickly, making bladed edges. Notably, both sides of the spear appear to be usable in combat, though the head is somewhat sharper and stronger.
Wielders of the Zodiac Spear have been regarded as some of the most powerful individuals ever, as well as some of the most versatile. At the start of every combat, the wielder of the Zodiac Spear rolls d6 twice. The weapon changes to gain the strength of a certain element and of a critical strike ability, which activates on a critical hit, based on the results, as shown on the tables below.
Roll |
Element Strike |
1 |
Firestrike |
2 |
Windstrike |
3 |
Earthstrike |
4 |
Lightningstrike |
5 |
Waterstrike |
6 |
Icestrike |
|
Roll |
Critical Strike |
1 |
50% chance to inflict KO |
2 |
Halves foe's HP after damage |
3 |
Deals two additional damage steps of holy damage (not multiplied by critical hit) |
4 |
Forces elemental weakness on opponent matching Zodiac Spear's element |
5 |
Reduces all of target's ability ratings to 50% (rounded up) and deals an additional damage step of nonelemental damage |
6 |
Restores wielder's HP and MP by 100% of damage and grants a +1 bonus on rolls to resist spell effects |
|
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Re: Final Fantasy d6 Homebrew
Because I really hate to put non-homebrew-related text in the same posts as my homebrew: steelsmiter requested the zodiac spear. Since it's appeared few times and with even fewer defining features, I had to do some research into the zodiac symbols of the Final Fantasy universe. What I found was the following:
Aries - Fire
Taurus - Wind
Gemini - Death
Cancer - Gravity
Leo - Earth
Virgo - Holy
Libra - Aether
Scorpio - Poison
Sagittarius - Soul
Capricorn - Lightning
Aquarius - Water
Pisces - Ice
I saw that fire, wind, earth, holy, lightning, water, and ice were all elements in the system, while death, gravity, aether, poison, and soul could be attributed to different "special" effects. Since FFd6 is based on the d6, I decided to move holy to the second category and simply make it deal more holy damage.
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Re: Final Fantasy d6 Homebrew
Isn't there a 13th one? Not just in the New Zodiac, but in one of the FF games as well?
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Re: Final Fantasy d6 Homebrew
Quote:
Originally Posted by
Mecharious
Isn't there a 13th one? Not just in the New Zodiac, but in one of the FF games as well?
Opiuchus or Serpentarius, yes. That doesn't fit into the 2d6 roll well enough, though, does it? :smalltongue:
It was neutral, anyway, so making a power for that would have been a nightmare, if not extremely boring.