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Thread: Final Fantasy d6 Homebrew
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2010-11-15, 04:58 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
On the index: Deflecting and Stable of Soul are weapon abilities.
Also, I'm working up a homebrew Sin () since the manual seems to neglect it... strange...SpoilerYu Yevon included
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2010-11-15, 05:00 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-15, 05:01 PM (ISO 8601)
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2010-11-15, 07:12 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
(Sorry for double-post)
SIN
SpoilerLevel: 30 (End Boss)
Category: Abnormal, Fiend
Size: Unreported, Length estimated at over one mile
Reaction: Hostile
Multiple Parts:
Left Fin (1875 HP, Gravija)
Right Fin (1875 HP, Gravija)
HP: 7500
MP: 1450
STR: 60
VIT: 75
DEX: 25
INT: 40
SPR: 20
ARM: 150
M.ARM: 100
EVA: 15
ACC: 23
Attacks:
Sin Spurn - 480+2d6 Shadow Damage - Medium Range (or Short)
Sin Spike - 200+2d6 Shadow Damage - Long Range
Magic: Gravity, Gravija, X-Zone
Special: Large, Flight, Multiple Parts, Break Damage Limit, Immunity to Insta-Death, Impervious, Fear
Limit Break: Giga-Graviton
Sin unleashes an unstobbable flash of light, felling all heroes, even those immune to Insta-Death.
Rewards:
20,000 Gil
Drop: Apocalypse
Steal: Ribbon
Refine: Aegis Coat
I intentionally left no history/flavor text. The nine dozen spoilers weren't worth it. If you want to know about the history, go to the wikia and search Sin. Or go to the FFX section of our handbooks.
So, thoughts, comments?
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2010-11-15, 08:40 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
God, that would be one hell of a Sin miniature!
Multiple Parts:
Left Fin (1875 HP, Gravija)
Right Fin (1875 HP, Gravija)
HP: 7500
MP: 1450
STR: 60
VIT: 75
DEX: 25
INT: 40
SPR: 20
ARM: 150
M.ARM: 100
EVA: 15
ACC: 23
Attacks:
Sin Spurn - 480+2d6 Shadow Damage - Medium Range (or Short)
Sin Spike - 200+2d6 Shadow Damage - Long Range
Magic: Gravity, Gravija, X-Zone
Special: Large, Flight, Multiple Parts, Break Damage Limit, Immunity to Insta-Death, Impervious, Fear
Limit Break: Giga-Graviton
Sin unleashes an unstobbable flash of light, felling all heroes, even those immune to Insta-Death.
Rewards:
20,000 Gil
Drop: Apocalypse
Steal: Ribbon
Refine: Aegis CoatLast edited by Mecharious; 2010-11-15 at 08:41 PM.
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2010-11-15, 08:49 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
1: Yeah, I couldn't even grasp a number for size. And "Helluh big" just sounded weird.
2: With 7.5 k HP, the Evasion may just be low. Plus it's dex I think, it's low stat.
3: I'm leaving that open to whoever uses Sin, so it's not just a rigid model, more like a template.
4A:
Yes, yes it is.
4B:
The idea behind Sin Spike is a long ranged attack. Just versatility at work.
4C:
Leaving that a little open ended, allowing customization. See 3.
4D:
True dat. I'm dumb.
5: That's what it did in the game. It can also be altered to something else, or remove the "Even immune to insta-death" clause.
6A: So what? Loot is loot?
6B: Hey, Chaos is wearing a Ribbon too. Only real men wear Ribbons.
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2010-11-15, 08:52 PM (ISO 8601)
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2010-11-16, 05:05 AM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-18, 05:41 AM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Well I have officially concluded my first game with the new FFd6 system, which introduced the city of South Figaro in all it's turn-of-the-century splendor, and contained zero combat or skill checks made, haha.
Anyway, thought I'd share a few things I've made for this game. Nothing too fancy like end game bosses or new classes, but I have one new race (the Selkies of Crystal Chronicles. Yes I know they don't really belong in FF6 but she's got a good reason to be there), and three monsters with a fourth in the works.
New Race: The Selkies
Spoiler
Closely resembling Humes, the Selkie are defined by their wilder, rugged looks. Physically, they are quite similar to the Hume; they stand at a similar height of between 5.5 and 6 feet on average, and mostly lack any unusual features such as the Lilties sprout or the Yukes armor. Males tend to be more athletically built then their Hume counterparts, while females sport well defined, voluptuous curves. Their hair is the thing that really sets them apart, always thick, shiny and difficult to tame, and has the color of precious gemstones. Their manner of dress is also highly individualized, favoring lightweight and revealing clothing in bright colors and patterns, often decorated with furs and trinkets either stolen from others or taken from defeated monsters.
Selkies are plagued by a partially undeserved reputation as cutpurses, gypsies and thugs. This has stemmed from generations of ostracizing by the other tribes and their own hedonistic personalities, which has forged in the Selkies a highly enlightened sense of self-preservation. More often then not, this leads the Selkies to a life of thievery.
Average Height
Males: 5’6” - 6’2” ft
Females: 5’3” - 5’10” ft
Average Weight
Males: 170 - 200 lbs.
Females: 160 - 185 lbs.
Average Lifespan
Young is 5 - 14 years old
Adult is 15 - 55 years old
Elder is 56 - 90 years old
Hair Colors
Red, teal, yellow, violet, silver
Eye Colors
Blue, green, gray, red
Society
Having spent much of the last few generations as vagabonds or unwelcome guests in the cities of other tribes, the Selkie have little use for the traditional notion of a leader. Instead, each Selkie is expected to be the master of their own destiny, doing what they feel is right and damning anyone who gets in their way. Sometimes, a Selkie of great vision will lead a small group in a unified quest, but be sure that each one of his followers has their own agenda. Likewise, the advise of elders often falls on deaf ears as the younger generation makes their own way in the world. In ancient times this was not the case, and though there are few records of it the Selkie did have great kings and queens as the other races. If the miasma were to clear, it is unsure weather the Selkie would return to their monarchies, or if the tribe would simply scatter to the winds in pursuit of their individual dreams.
Roleplaying
The Selkie are defined by their attitudes as fast-talkers and quick-thinkers. They tend to plan on the fly and rely on their own skill and luck to see them through dangerous scenarios. Though untrusting of others (as in turn no one trusts them) they can be capable and loyal allies to those who prove themselves as friends. They are also known for their senses of humor, about the world at large and even the discrimination against their own kin. As such, they take failures in stride and always seem to land on their feet when disaster strikes. They are survivors, and have proven many times their ability to weather the worst of hardships.
Languages
If the Selkie once had their own native tongue, it has been lost to time. They speak Common, with a defining accent that ranges in strength depending on how Selkie-dominant of a community they grew up in. (I imagine them sounding a bit like like pikies from Snatch)
Bonuses
The Selkie are not known for their written history, and their oral traditions are suspiciously lacking. None the less, their agility is known the world over, and one fact is quietly passed among the selkies; they are people of the water, and to the water they will one day return.
Selkies gain a +1 bonus to Athletics checks, and can hold their breath for a number of hours equal to their vitality rating, minimum 1 hour. After that point the normal rules for submersion and drowning apply.
Jobs
It goes without saying that most Selkie are Thieves, but the true defining element of their race is their strong and individual personalities. As such, many Selkie use their agility and adventurous persona to excel as Rangers, Entertainers and Gamblers. Those with a more martial bent are drawn to Monk or Dragoon, though they often avoid heavy armor. Finally, the Selkie seem more actively concerned with ending, or adapting to, the threat of miasma then other tribes, and this has lead to several adopting the mantle of Blue Mage, to better understand monsters and their immunity to the poison.
Notes
Although my knee-jerk reaction was to simply create a race with a bump to their thievery, I felt like that would be selling the selkie short. Their overall design, as well as the word selkie, hearken to a strong celtic influence for the race. As such, it seemed more fitting to me for their reputation as thieves to stem more from the outside view of their ways, much in the same way the celts were seen as simpletons and barbarians. So in the end I went with their natural agility, coupled with a nod to the in-game reference to them being water-folk, as well as the original legends of selkies (people who could take the form of seals.) Personally I think this gives a lot more potential for character development, not to mention they would make smashing pirates
New Monsters: Nettlehopper
SpoilerThis large beetle-like creature eyes you from the branch overhead. After only the slightest movement on your part it springs into the air, long diaphanous emerging from its shell to propel its leaping attacks, and its six legs unfurling into long claws. After a single swipe your blood is suddenly boiling, and you chase the beast without thought of the other nettlehoppers joining the battle behind you.
These forest dwelling bugs are somewhat communal by nature, often working together to bring down larger food. In a world filled with creatures armed with far more devastating attacks then their own, they’ve developed an intriguing counter measure. By slapping enemies with their wings they can inflict the Berserk status effect. Once all enemies are hopping mad and fighting mindlessly others will swoop in for the kill.
Level 1
Category: Aerial, Beast, Insect
Environments: Plains, Forest, Swamp
Size: 2.5 ft (including wingspan)
Reaction: Wary to Hostile. If well fed nettlehoppers are somewhat less inclined to attack.
HP: 32
Strength: 8+2, Dexterity: 13+4, Vitality: 6+2, Intelligence: 1, Spirit: 2
EVA: 10, ARM: 6, M.ARM: 0
Flyby Claw: ACC +4, 8+2d6 damage.
Wing Snap: ACC +2, 2d6 damage, and target is afflicted with Berserk for a number of rounds. If all enemies are Berserked then this attack becomes the Call for Help ability.
Special: Reduced HP, Weakness to Fire, Vulnerable to Wind, Vulnerable to Ice, Auto-Float
Rewards: Steal - Swamp Incense, Refine - Cherub Down
Acrophies
SpoilerA blue-shelled crab with a claw nearly as big as it is, lined with sharp white teeth. Moving with surprising speed, it lunges for the attack.
A danger to any beachgoer, the acrophies is armed with a large, strong claw that has a paralytic toxin within it. Though not usually a danger to the prepared warrior, these beasts are often followed by the more lethal predators, which scavenge meals from the paralyzed victims acrophies leave behind.
Level 1
Categories: Aquan, Beast
Environments : Water, Swamp, Underground
Size: 2 feet
Reaction: Wary to Hostile
HP: 38
STR: 7+2, DEX: 7+2, VIT: 8+2, INT: 4+1, SPI: 5+1
EVA: 8, ARM: 6, M.ARM: 0
Pincer: ACC +4, 7+2d6 damage.
Numbclaw: ACC +1, 7+2d6 damage, and the target is afflicted with Stop for several turns.
Special: Reduced HP, Lightning Weakness, Water Resistance
Rewards: Steal - Oxygen Ball, Refine - Fish Scale
Sandhorse
SpoilerWhat appears to be a ripple in the sand ahead of you suddenly reveals the long snout of a camouflaged monster. What then bursts from the ground is a beast ostentatiously resembling the harmless seahorse. This creature however towers over you, covered in chitin plates with a flared crest raising from behind its red eyes, and two wing-like fins protruding from its back. Moving across the ground like a reared snake, it circles you with a predatory eye.
These hostile creatures are found in any sandy environment, and readily attack any creature that appears vulnerable and edible. They often appear after lesser monsters have softened or otherwise debilitated potential prey, ambushing from under the sand using the geomancer job ability Elemental Body.
Level 2
Categories: Dragon, Beast
Environments: Desert, Water (sandy beaches, specifically)
Size: 10 ft.
Reaction: Hostile
HP: 90, MP: 22
STR: 9+3, DEX: 6+2, VIT: 9+3, INT: 5+1, SPI: 2
EVA: 9, ARM: 6, M.ARM: 3
Attacks: Tail Whip: ACC +5, 9+2d6 damage.
Clamp: ACC +2, 9+2d6 damage, and both the target and the Sandhorse are afflicted by Stop. Each turn Stop does not end, the target takes 10% of its maximum HP in damage. If Stop ends for either the target or the Sandhorse, it ends for both.
Magic: Sand Storm (aside from slight thematic changes, this attack is identical to the blue magic Seed Cannon)
Special: Ice Vulnerability, Water Vulnerability, Earth Resistance
Rewards: Drop - Tier 1 Armor Parts, Steal - Potion, Refine - Earth Drum
And lastly, a single item I made for a future treasure pack for the party dragoon. Nothing fancy, but I think it has a nice flavor to it.
Wind Spear
SpoilerTier 3 Reach, Spell Effect - Aero, Special Ability - Grants use of the Freelancer job ability Quick Hit once per session.
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2010-11-18, 05:48 AM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-11-18, 03:27 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
- Final Fantasy d6 --- Building a Villain --
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2010-11-18, 07:30 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Brotherhood
Tier 7 Blade, +2 STR, Waterstrike, Special Ability
The Brotherhood is a famed sword that appears to be made of water. On its end is a vicious hook. Just above the hilt, ridges that look like bubbles protrude from the blade's edge, and on the other side of the edge, black metal stands out to protect the wielder's hand. The sword's hilt is surprisingly thin, though it need not be any larger, for the blade is as light as a dagger. A red cloth kerchief hangs from the end of the hilt as a final decoration.
The Brotherhood allows the wielder to sense how much HP and MP an enemy has left, as well as sense its weaknesses, resistances, immunities, absorbencies, and active status effects automatically, as long as the wielder can see that enemy.Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-11-18, 09:14 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Random stuff:
Weapon ability:
[Element] Burst (example: Fire Burst)
SpoilerRequires Tier 3/6 Weapon
The weapon occasionally envealops itself in an element, dealing additional damage. Whenever a critical hit is scored, it is treated as if it was a weapon of the type listed and does an additional 2d6 damage. If a 12 is rolled, another 2d6 is rolled, and the process is repeated until a result of 12 is not rolled. All damage from consecutive rolls is added to the attack. The element, and the extra damage, also take effect if used in conjunction with a Limit Break. A Tier 6 weapon is required for a Holy Burst weapon.
Armor:
Wraith's Skin
SpoilerLight
1200 Gil
5 ARM
25 M.ARM
+2 INT
15 Difficulty
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2010-11-19, 01:20 AM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Note:
SpoilerIn the interest of appealing to the greatest audience possible, I'll be keeping the first version available for fans of the first version of FFd6. In order to accommodate fans of the newest version, however, I'll be including a spoiler at the end of this post including how to change the job to fit said version. Anything not mentioned in the changed version is the same as the old version.
Fencer
Fencers are speedy combatants with almost unmatched skill and bravado. They may not be as hardy as many others, but for what they lack in toughness, their ability to dodge enemy blows and weaken targets with various status effects and abilities often goes beyond the call of duty.
Most often, Fencers wield rapiers and other light weapons in battle, allowing them to take advantage of their agility.
HP/Level: +4
MP/Level: N/A
Weapons: Blade, Concealed
Armor: Light, Medium
Skill Points: 16
ACC: 2 + DEX or INT rating
EVA: 8 + DEX or INT rating
Epic Ability: Featherdance -- Instant, Self
When a Fencer goes into a heightened state of being, unleashing their great inner might in combat, enemies beware. Upon using Featherdance, the Fencer gains an additional Standard action each turn, and Slow actions they initiate begin and end in the same turn. As well, enemies within Close range at the beginning of the Fencer's turn become slower, taking Standard actions to complete Instant actions, Slow actions to complete Standard actions, and Slow actions finish at the end of an affected creature's next turn. Featherdance lasts for the Fencer's DEX or INT rating rounds or four rounds, whichever is greater. During this time, the Fencer is immune to all effects that would lower their DEX, ACC, or EVA. At the end of the Featherdance, the Fencer releases a storm of feathers, hitting every enemy within Medium range, reducing their EVA scores to 0 until the end of the Fencer's next turn.
Innate Ability: Parry -- Passive, Special
A Fencer is an extremely skilled combatant, able to turn away even the strongest of blows with great finesse. This requires a degree of concentration, however. Whenever the Fencer takes the Defend action in combat, they gain a +2 bonus to EVA as well as the normal 50% damage reduction.
Job AbilitiesThe Fencer has taken stinging like a bee to the next level, applying the poisontouch weapon ability to all weapons they wield. Additionally, a number of times per session equal to their SPR rating, the Fencer may choose to attack normally, dealing no damage, but automatically inflicting poison on the target.
Swarmstrike -- Passive, Self
Shadowstick -- Standard, SingleBeyond their ability to move quickly, a Fencer is able to reduce an enemy's ability to do the same. The Fencer attacks, dealing no damage, but reducing the target's EVA to 0 until the end of the Fencer's next turn. This ability may be used a number of times per session equal to the Fencer's INT rating.
Checkmate -- Slow, SingleThe Fencer strikes at the target's throat, dealing no immediate damage, but stopping the target's life-giving (or unlife-giving) functions after 4 rounds, effectively inflicting death. Some bosses may be immune to this ability. This ability is usable only once per session.
Featherblow -- Standard, SingleFencers have the ability to strike almost anything, though such accuracy comes at the cost of power. As fast as lightning, the Fencer attacks with a +6 bonus to ACC, but deals only 50% damage.
Swallowtail -- Standard, SpecialThe Fencer attacks all creatures, including allies, but not the Fencer, within range, making attacks as normal against every subject target. This ability may be only be used once per combat.
Manastrike -- Standard, SingleA Fencer's ability lies not only in their ability to strike at the body, but also at the soul. The Fencer makes a normal attack. The damage dealt by this attack instead damages the target's MP. If the target's MP would be reduced to 0 or less, leftover damage becomes HP damage. This ability may be used a number of times per session equal to the Fencer's INT rating.
Piercethrough -- Standard, SpecialReaching out with their weapon, the Fencer is able to strike two enemies by literally going through a target. The Fencer attacks normally, but is able to attack two enemies, provided the second target is within range of attack. This ability may be used a number of times per session equal to the Fencer's DEX rating.
Nighthawk -- Standard, SingleLunging forward and leaping back, creating a wave of force by striking forward, or simply with force of will, the Fencer attacks at a Medium range, dealing damage as normal. This ability is usable a number of times per combat equal to the Fencer's INT rating.
Riposte -- PassiveA Fencer has trained extensively in the art of returning attacks directed against them. Whenever the Fencer successfully evades an attack, they may immediately counterattack, as the Brawl weapon category ability. This ability may be used a number of times per session equal to the Fencer's DEX rating.
Evasive Maneuvers -- Passive, SelfZigging and zagging, hopping and skipping, and running and crawling around the battlefield, the Fencer is better able to avoid attacks by distracting opponents with attacks after moving. Any round in which the Fencer moves and attacks an enemy with one of their job abilities, they gain a +2 bonus to EVA until the beginning of their next turn. This bonus also applies after the ending attack of Featherdance if the Fencer moves before finishing.
Barrage -- Slow, SpecialThe Fencer stabs forward countless times, striking a weak point in the enemy with each lunge. The Fencer makes four attacks against one or multiple targets. Every attack deals only 50% damage, and none of the attacks may be critical hits. This ability may be used a number of times per session equal to the Fencer's DEX rating.
Legendary Accessory: Plume: Fencer Only. +6 DEX, +4 INT. The carrier of the Plume is able to automatically dodge a single attack, spell, or effect once per session. The attack dodged cannot be a limit break.
Newer Version:SpoilerHP Bonus: 14
MP Bonus: 0
ACC Bonus: 2
AVD Bonus: 7
Skill Points: 20
No Epic Ability.
Parry: Change the EVA bonus to an AVD bonus.
Swarmstrike: Remove the part about uses per session, replacing it with the ability for the Fencer to do 25% damage while automatically inflicting poison if they hit their target.
Shadowstick: Once per session, the Fencer can reduce an enemy's AVD to 0 as an Instant Action until the foe's next turn.
Manastrike: Whenever the Fencer attacks an enemy, they reduce the foe's current MP by 25% of the damage dealt. Once per session, the Fencer can deal 100% of their damage to an enemy's current MP.
Piercethrough: When the Fencer attacks an enemy while another foe is within range as well, the Fencer makes an opposed Force check against the first enemy. If the Fencer succeeds, they deal 25% of the damage against the first enemy to the second. As well, once per combat, the Fencer can deal full damage to the second foe.
Nighthawk: Once per combat, the Fencer may attack at a Medium range. In addition, the Fencer gains a +2 bonus to AVD until the beginning of their next turn after using Nighthawk.
Riposte: This ability may be used once per combat.
Barrage: This ability may be used once per combat.
Limit Abilities
Featherdance: Copy the above Epic Ability, replacing any occurrences of EVA with AVD and making the duration five rounds. It costs 3 Destiny to use.
Heartstrike: When the Fencer scores a critical hit, the damage ignores ARM and reduces the enemy's ARM to 0 for 1 round.
Double Hitter: Once per combat, the Fencer can attack twice in one round. The second hit deals 50% damage.Last edited by Temotei; 2013-03-18 at 05:46 PM.
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-11-19, 03:58 AM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
4hp/level is worse than the thief. There doesn’t seem to be much reason to take blades over concealed.
Epic Ability: Featherdance -- Instant, Self
When a Fencer goes into a heightened state of being, unleashing their great inner might in combat, enemies beware. Upon using Featherdance, the Fencer becomes Hasted. As well, enemies within Close range at the beginning of the Fencer's turn become Slowed. Featherdance lasts for the Fencer's DEX or INT rating rounds or four rounds, whichever is greater. During this time, the Fencer is immune to all effects that would lower their DEX, ACC, or EVA. At the end of the Featherdance, the Fencer releases a storm of feathers, hitting every enemy within Medium range, reducing their EVA scores to 0 until the end of the Fencer's next turn.
Innate Ability: Parry -- Passive, Special
A Fencer is an extremely skilled combatant, able to turn away even the strongest of blows with but a thought. Parry allows the Fencer to add their ACC score to their EVA against a number of attacks per combat equal to the Fencer's DEX rating.
Swarmstrike -- Passive, Self[/CENTER]
The Fencer has taken stinging like a bee to the next level, applying the poisontouch weapon ability to all weapons they wield. Additionally, once per session, the Fencer may choose to attack normally, dealing no damage, but automatically inflicting poison on the target.
Shadowstick -- Standard, SingleBeyond their ability to move quickly, a Fencer is able to reduce an enemy's ability to do the same. The Fencer attacks, dealing no damage, but reducing the target's EVA to 0 until the end of the Fencer's next turn. This ability may be used a number of times per session equal to the Fencer's INT rating.
Checkmate -- Slow, SingleThe Fencer strikes at the target's throat, dealing no immediate damage, but stopping the target's life-giving (or unlife-giving) functions after 4 rounds, effectively inflicting death. Some bosses may be immune to this ability. This ability is usable only once per session.
Featherblow -- Standard, SingleFencers have the ability to strike almost anything, though such accuracy comes at the cost of power. As fast as lightning, the Fencer attacks with a +6 bonus to ACC, but deals only 50% damage.
Swallowtail -- Standard, LocalThe Fencer attacks all creatures within range, making attacks as normal against every subject target. This ability may be only be used once per combat.
Manastrike -- Slow, SingleA Fencer's ability lies not only in their ability to strike at the body, but also at the soul. The Fencer makes a normal attack. The damage dealt by this attack instead damages the target's MP. If the target's MP would be reduced to 0 or less, leftover damage becomes HP damage. This ability may be used a number of times per session equal to the Fencer's INT rating.
Piercethrough -- Standard, SpecialReaching out with their weapon, the Fencer is able to strike two enemies by literally going through a target. The Fencer attacks normally, but is able to attack two enemies, provided the second target is within range of attack. This ability may be used a number of times per session equal to the Fencer's DEX rating.
Nighthawk -- Standard, SingleLunging forward and leaping back, creating a wave of force by striking forward, or simply with force of will, the Fencer attacks at a Medium range, dealing damage as normal. This ability is usable a number of times per combat equal to the Fencer's INT rating.
Riposte -- PassiveA Fencer has trained extensively in the art of returning attacks directed against them. Whenever the Fencer successfully uses their Parry ability to stop an attack, they may immediately counterattack, as the Brawl weapon category ability. This ability may be used a number of times per session equal to the Fencer's DEX rating.
Evasive Maneuvers -- Passive, SelfZigging and zagging, hopping and skipping, and running and crawling around the battlefield, the Fencer is better able to avoid attacks. Any round in which the Fencer moves, they gain a +2 bonus to EVA until the end of their next turn.
Barrage -- Standard, VariesThe Fencer stabs forward countless times, striking a weak point in the enemy with each lunge. The Fencer makes ten attacks, which may be against a single enemy or multiple enemies. Every attack is made at a -10 penalty to ACC and deals 50% damage. This ability may be used a number of times per session equal to the Fencer's DEX rating.
Legendary Accessory: Plume: Fencer Only. +6 DEX, +4 INT. The carrier of the Plume is able to automatically dodge a single attack, spell, or effect once per session. The attack dodged cannot be a limit break.Check out the Final Fantasy d6 System by Dust.
Tophat imp avatar by Darwin. (Imps are DEVILS not demons)
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2010-11-19, 09:08 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Sorry, late on the quote-back. I used Wind Spear because it is a reoccurring, above-average middle of the game weapon, which is approximately where it'll pop up and its purpose. I should note though I realized after posting that weapons don't start getting 2 abilities until tier 5. For my game I may hand-wave it since it was my mistake, but it should either have the Quickhit special ability removed (added critical damage is going to get a lot of mileage on a reach weapon, especially in the hands of a dragoon I imagine), or up it to tier 5.
Was wondering what the thoughts were on the low-level monsters? Dust seems to (dis)like the nettlehopper I noticed, haha.
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2010-11-20, 12:59 AM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Gasp! Someone is critiquing my work in this thread! Excellent.
I'm aware of both of these things. I figured that because of the Fencer's exceptional ACC and EVA, as well as abilities that raise both (plus more), +4 should be enough.
Rapiers could probably be easily fluffed as Concealed weapons or Blade weapons, though Blade fits slightly better, I think.
This is a bit underwhelming, especially if you can get haste from another source.
On the other hand, this is overwhelming. Adding accuracy to evasion makes you practically unhittable. At high levels, you’ll basically be able to do this for the entire encounter (30 dex for ten times an encounter)
Secondary effect isn’t strong enough to only be used 1 time a session. Maybe increasing it to SPR rating/session
I’d be careful about giving death abilities to characters at early levels. It doesn’t look too powerful though.
Should be group, not local. Be careful though, a fencer that takes the weapon training ability could hit every enemy in sight with a ranged weapon.
Looks a bit on the weaker side. Maybe making it standard instead of slow?
Successfully means you used parry, or you used it and the enemy missed? Personally I would make usage based on INT since Parry is already DEX, but it’s your call.
I really want the innate ability to not be based on anything, which would deal with the attribute affinity issue. Again, any ideas?
I’m not really sure this works with the abstract movement system. You could just say you move a short range to the enemy’s side, granting this bonus every round.
Slow down the game, much? 10 attacks a round just seems a bit excessive.
Thanks much. I appreciate it.Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-11-20, 01:16 AM (ISO 8601)
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- Oct 2010
Re: Final Fantasy d6 Homebrew
I've got too much time on my hands.
I'm not sure about it being underwhelming overall, but I'll change it so it stacks with Haste. That should push it up to epic level.
I was worried about this. Originally, I had the ability to roll an attack and use the result in place of their EVA, regardless of whether it was higher or lower. That seemed a little underpowered, so I changed it. I was tired at the time of posting, so my judgment was a little wonky. Does anyone have any ideas for an innate ability that doesn't rely on "uses?"
I think the limited usage is enough to warrant a death effect at any level, really. A once-per-session delayed death effect, after all, isn't that powerful. It's probably limited against bosses, so there's that, too.
I stuck it with Local because, if I remember correctly, the Fencer in Final Fantasy Tactics Advance hit everyone around them, not just enemies. I thought the flavor-stick wouldn't be that bad, considering it's a Short range ability; it's also a balancing factor, however. Getting a ranged weapon would make this ability extremely dangerous for the Fencer's allies.
I suppose that is vague wording. I'll fix that. I had meant for it to mean Parry being successful in stopping an enemy's attack, not the Fencer using it to stop an attack.
I really want the innate ability to not be based on anything, which would deal with the attribute affinity issue. Again, any ideas?
Slowing the game was my primary concern. Should I just make it like X-Fight (Ranger)?Check out the Final Fantasy d6 System by Dust.
Tophat imp avatar by Darwin. (Imps are DEVILS not demons)
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2010-11-20, 01:36 AM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
You're right; it does. I thought it could apply to abilities that affected everything, including terrain, but also abilities that affected everyone...guess not. Changed.
I suppose I'll specify that allies are affected, too, since a lot of people, I guess, will assume "all creatures" is code for "all enemies."
Also, the Fencer is updated.Last edited by Temotei; 2010-11-20 at 01:37 AM.
Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-11-20, 12:27 PM (ISO 8601)
- Join Date
- Aug 2010
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- Oregon
Re: Final Fantasy d6 Homebrew
New notorious monster. Worried it may result in a TPK but I 'spose we'll see.
Angler Whelk
Spoiler
Before you is a giant spiked conch shell, gold in color and nearly the size of a train car. When the creature’s mucus-green head pokes out you see it is carrying some kind of treasure chest in its tendril-filled maw. Its beady eyes begin to glow, and the shell starts to crackle with electricity, but you NEED that chest!
This horrible monster uses the promise of treasure to lure adventurers into its grasp, then uses its surprising aptitude for magic to destroy them utterly. It has a few weaknesses however, the primary being its head. However the head will retract into the shell after damage has been done to it several times. This leaves only the tough shell to crack, which generally alternates between making a normal attack or casting a spell, Thunder or a 25% chance to cast Revenge. It also has a 25% chance to counter attacks with Thunder. When the head is out it will cast Laser Eyes on its first turn, and El Nino as a group attack using the Blue Mage job ability Aura Magic on its second.
Its second weakness is its dependency on magic. If the shell runs out of MP it will simply go dormant, no longer taking actions of any kind. The head does not suffer from this weakness, and can use the chest it holds as a weapon if need be. The whelk also has a small weakness to fire.
Level 3 Smart, Notorious monster
Categories: Abnormal, Aquan, Beast
Environments: Water, Swamps, Underground, Towns
Size: 15 ft, both tall and long
Reaction: Hostile
HP: 138 (Shell) 69 (Head), MP: 58 (each)
STR: 4+1, DEX: 6+2, VIT: 10+3, INT: 14+4, SPI: 2
EVA: 9, Base ACC: 8, ARM: 10 (Shell) 4 (Head), M.ARM: 6 (Shell) 8 (Head)
Attacks (Shell): Smash Tackle: ACC 8, 8+2d6 dam.
Spells (Shell): Thunder, Revenge
Abilities (Shell): Magical Counterattack (Thunder, 25%), Magic Dependant (cannot take actions if out of MP), Vulnerable Fire, Absorb Water
Attacks (Head): *Treasure Slam: ACC 8, 12+2d6 dam.
Desperation: ACC 4, 4+2d6 dam. (Note: The whelk will only use this attack if it cannot recover the chest, and then only if it is out of MP)
Spells (Head): Laser Eyes, El Nino
Abilities: (Head): Shell Dependant (if the Shell is out of MP, the Head can no longer retract), Retract (after being attacked by two separate characters, the Head is removed from combat for 1d6 rounds), Aura Magic (useable 3 times), Vulnerable Fire, Absorb Water
Abilities (Shared): *Multiple Parts, Large, No Mercy, Immunity (Mini, Charm, Stun, Fear)
Rewards: Drop - Magician Shoes, Rubber Suit, Rank 1 Magicite (Bismark), 2,000 gil, Steal - Tent, Refine - Lightning Marble
El Nino, Rank 1 Blue Magic (15 MP)
Target: Single
Type: Elemental (Fire, Water)
Reflectable
The area around the target is filled with bubbles rising from the ground that have the multi-colored look of oil in water. The water is scalding hot, and deals (INT x 4) +2d6 points of Fire or Water damage, whichever the target is weaker against.
So I suppose that this is a monster AND a spell, even though their isn't a Blue Mage in the party, ungrateful players... The treasure is a bit heavy, but that is intentional as the whole point for the group right now is finding that chest. The items listed are just what I put in there.Last edited by Zansumkai; 2010-12-15 at 01:29 PM. Reason: Balance Concerns
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2010-11-20, 07:00 PM (ISO 8601)
- Join Date
- Sep 2010
Re: Final Fantasy d6 Homebrew
Dunno what to say about the level of that monster. On the one hand, I think it can absolutely do a TPK if you don't use potions every round, and on the other, it has HP so that you could chop the head off with two or three or four attacks. With a bit more HP I'd push it even to level 5 or 6.
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2010-11-20, 09:04 PM (ISO 8601)
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- Oct 2010
Re: Final Fantasy d6 Homebrew
Mega-elixir at level 3?
No no no no noCheck out the Final Fantasy d6 System by Dust.
Tophat imp avatar by Darwin. (Imps are DEVILS not demons)
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2010-11-21, 12:40 AM (ISO 8601)
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- Aug 2010
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- Oregon
Re: Final Fantasy d6 Homebrew
Think it's too much? I was concerned at first thinking that they would just try to fence it as soon as they got back to town, but realistically who would buy it? Don't think giving them one reset button, level 3 or otherwise, is throwing things too far out of balance. At any rate though, it's kind of a moot point since the party doesn't have a thief.
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2010-11-21, 01:36 AM (ISO 8601)
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- May 2010
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- Where I am.
Re: Final Fantasy d6 Homebrew
Just a question about the scholar, would giving him a job ability that allow him to learn time magic would be too much? Because well if the Red Mage can get it why not the Scholar who is very similar to him in term of magic.
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2010-11-21, 04:20 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
My only experience of a Scholar is FF3 for the DS, and in that at least they could only use Black & White. Guess I don't see any reason to give them Time Magic, AFAIK it's not a legacy ability in the games and while I would like to give them Time Magic, I feel minor access to Blue Magic makes up for it.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-21, 04:39 PM (ISO 8601)
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2010-11-21, 04:53 PM (ISO 8601)
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- Jun 2008
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- England
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Re: Final Fantasy d6 Homebrew
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-21, 04:55 PM (ISO 8601)
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- Mar 2010
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2010-11-21, 06:31 PM (ISO 8601)
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- Oct 2010
Re: Final Fantasy d6 Homebrew
Just so everything's in one place, I'm going to re-post the chemist class here.
Chemist
StatisticsSpoilerChemists have the same statistics (HP/MP per level, weapon/armor proficiencies, skill points, ACC, and EVA) as the Engineer with one exception. They lose access to Huge weapons and gain proficiency with concealed weapons instead.
Epic Ability: Grand ConcoctionSpoiler(Instant/Group) - A chemist, in dire circumstances, can create a powerful concoction capable of turning the tides in a battle. Upon using this ability, the Chemist chooses from the list below, and uses the effects of that potion.
The higher a chemist's Synthesis (Alchemy) skill is, the more choices that character can choose. For example, the character only needs a single skill point in Synthesis (Alchemy) in order to use Potion Spray, but requires 5 skill points in order to use Phoenix Tear.
{table]Skill|Potion|Effect
1|Potion Spray|The group recovers 100hp
2|Ether Spray|The group recovers 100mp
3|X-Remedy|The group recovers from all negative status effects and gains immunity to negative status effects until the end of the chemist’s next turn
4|Shilixer|The group increases their armor and magic armor by an amount equal to the chemist’s level
5|Phoenix Tear|All unconscious group members are revived at full HP. This has no effect on subjects killed by the “No Mercy” ability.
6|Megalixer|All conscious group member are restored to full HP and MP.
7|Angel Tear|The group is restored to full HP and receives the effects of auto-life.
8+|???|All unconscious group members revive at 1HP. All group members then receive the effects of Haste, Protect, and Shell.[/table]
Innate Ability: Refine, just as Engineer.
Job AbilitiesSpoilerThe chemist loses access to the following Engineer Abilities: Soul of Thamasa, Maintenance, Salvage, Junkyard, and Pandora’s Box.
The chemist may still pick the following Engineer Abilities: Chemist (change name to Auto-Potion), Oil Spill, Twin Accessory, Gillionaire, and Efficient Construction.
New Job AbilitiesSpoilerThe chemist may select from the following 5 abilities when they would gain a new ability. Engineers may not select these.
Throw Potion (Standard/Single): A chemist may throw any recovery item (including phoenix downs) from a distance. They may target any ally that they see, regardless of the distance. This ability can be used a number of times per session equal to the chemist’s strength rating.
Art of Healing (Special): Any good chemist knows that it is important to be both well versed in creating potions and salves in addition to being able to know how to apply them. Whenever the chemist uses an item on an ally, that ally recovers HP equal to twice the chemist’s intelligence score. This even applies to items such as phoenix downs and eye drops, that normally don’t heal.
Bottomless Bags (Special): A chemist may carry 20 items, instead of the usual 10.
Alchemical Coating (Instant/Single): The chemist may coat one of their, or an ally’s weapon with an alchemical substance. This causes the target’s next physical attack to do any element type in damage, including shadow and holy. This alchemical coating is lost after the target first hits an opponent. This may be used a number of times per session equal to the chemist’s INT rating.
Dispensary (Instant/Self): Some chemists seem to have a never-ending supply of items. Whenever a chemist uses an item, the character may choose not to remove it from their inventory. This may be used a number of times per session equal to the chemist’s SPR rating. This cannot apply to elixers, megalixers, three stars, or a supreme gem.
Legendary Accessory: Philosopher's StoneSpoiler+6 INT, +4 DEX. When the Chemist uses Grand Concoction, the character keeps a copy of that item to be used at a later time, in addition to the effect being immediately used. This item may be used on the entire party at any later time, but there can only be one Grand Concoction in the chemist's inventory at any given time, and dispensary may not be used with it.Check out the Final Fantasy d6 System by Dust.
Tophat imp avatar by Darwin. (Imps are DEVILS not demons)
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2010-11-24, 08:29 PM (ISO 8601)
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- Aug 2008
Re: Final Fantasy d6 Homebrew
Anybody know if this system would be good for adapting another series?
Homebrew:Spoiler