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  1. - Top - End - #1
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    Default Final Fantasy d6 Homebrew

    I know this might be a bit presumptuous, but I figured a separate thread might be ideal for homebrew for Dust's awesome FFd6 system, rather than clog up the pdf thread.

    ---------------------------------------

    Classes:

    Chemist by Mecharious

    Magician by Kobold-Bard

    Scholar by Kobold-Bard

    Keymaster by IcarusWings

    Parivir by Mecharious

    Outlaw by Creed

    Fencer by Temotei

    Magic Gunner by wiimanclassic

    Trainer by Kobold-Bard

    Summoner by BlackestofMages

    Moogle Knight by Kobold-Bard

    Job/Shared Abilities

    Trophy Kill (Ranger) by Creed

    Weapon Specialisation (Fighter) by steelsmiter

    Proteus (Dark Knight/Paladin) by Namillus

    Combative (Animal Companion) by steelsmiter

    Art of War (Fighter) by steelsmiter

    Amphibious, Magical, Steathy & Submarine by Kobold-Bard

    Races:

    Hypello by Kobold-Bard

    Guado by Temotei

    Selkie by Zansumkai

    Clavats, Lilties & Yukes Zansumkai

    Statuses:

    Tripped by wiimanclassic

    Limit Breaks:

    Drown by Temotei

    Harmless by Temotei

    Elemental Slots & Spread by Temotei

    Staggering, Shattering, Exhausting, Long Range, Disabling, Fatal, Immobilising by Mecharious

    Bounty by Temotei

    Elemental Field by DualShadow

    Elemental Burst by Creed

    Concurrences by steelsmiter

    Weapon Qualities:

    Quick Draw
    Spoiler
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    Requires Tier Two
    This weapon is extremely easy to draw, and may even have a magical property that accelerates your capability to equip it. You may equip this weapon, or switch it out with your existing weapon, in combat as an Instant Action.
    by Creed

    Deflecting & Stable of Soul by Creed

    Flexible by wiimanclassic

    Items:

    Mobile Synthesis Tools
    Spoiler
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    <Either>
    As Synthesis Tools, but cost 400gil
    <or>
    As Synthesis Tools, cost 300gil and suffer -1 penalty to Synth Rolls using them.
    by Kobold-Bard

    Wind Spear by Zansumkai

    Brotherhood by Temotei

    Wraith's Skin by Creed

    Tournesol & Wyrmhero Blade by Temotei.

    Zodiac Spear by Temotei

    Sword of Gryffindor by wiimanclassic

    The Elder Wand by TevensPotter

    Invisibility Cloak, Resurrection Stone by wiimanclassic

    Sword-chucks by Kobold-Bard

    Deck of Many Things by wiimanclassic

    Monsters:

    Sin by Creed

    Nettlehopper, Acrophies, Sandhorse by Zansumkai

    Angler Whelk by Zansumkai

    Ymer, the Whelk by cilonrs

    Assorted FFIV Monsters by Der_DWSage

    Monster Qualities:

    Swarm by steelsmiter

    Grafts:

    Golden Eye, Libra Eye (& Mk 2), Jet Pack (& Mk 2), Subdermal Armour by steelsmiter

    Claws by steelsmiter

    New/Alternate Rules

    Final Fantasy III - Job Changing by Kobold-Bard
    Last edited by Kobold-Bard; 2011-12-06 at 07:11 AM.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

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    Default Re: Final Fantasy d6 Homebrew

    Elemental Slots (1 Point)
    This ability grants a limit break a random element. Roll 1d6 when the limit break is used and consult the following table to see the results. Taking this ability twice allows the player to replace two elements on the table with Holy and Shadow (or just one for one, if they choose). If Elemental Slots is combined with Elemental and the number rolled grants an element the limit break already has, roll again. If Elemental Slots is used more than once in a battle, the new element replaces the old one. This effect lasts until the battle ends or until it's replaced by a new element.
    Roll (d6) Element
    1 Fire
    2 Ice
    3 Water
    4 Lightning
    5 Wind
    6 Earth

    Spread (3 Points)
    This ability acts like Area Effect, except only one target takes the full effect--the rest take 50% of it. Spread cannot be combined with Area Effect, nor can it combine with any effects that do not have a numerical component, such as Piercing.
    Last edited by Temotei; 2014-04-09 at 09:10 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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    Default Re: Final Fantasy d6 Homebrew

    Magician


    by Enkida on deviantart

    As Red Mage except where mentioned here

    HP/level: +2
    MP/level: +4
    Weapons: Lose Blade
    Armour: Lose Medium
    Skill Points: 10
    ACC: 0 + Dex
    Eva: 7 + Dex

    Spells: Gains the spell progression of a Time Mage

    Epic Ability: Half MP Instant, Varies
    Until the end of the session any spell the Magician casts requires only half it's normal MP cost. In addition the first Esper summoned either by the Magician or by the group the Magician is in whilst under this effect has it's Destiny cost reduced by 1 or 1/party member.

    Innate Ability: Magic Standard, Varies
    Magicians may cast spells from both the Black, Time & White schools of Magic.

    Job Abilities:
    Lose -
    Charismagic
    Spellblade
    Allure
    Natural Aptitude
    Magic Burst
    Crimson Seal
    Sagacity

    Gain -
    Elemental Seal (Black Mage)
    MP Stroll (White Mage)
    Etherite (Time Mage)
    Celestial Seal (As Crimson Seal, except Int Rating/session)
    Go Down Casting:
    Spoiler
    Show

    For Magicians who take this ability, magic is their very reason to exist. Such trivialities as running out of MP won't stop them from using their hard earned power. If the Magician doesn't have enough MP to cast a spell they may instead expend HP equal to the MP needed to cast the spell + the spell's Tier (so a Fire Spell would require 7HP to be expended).

    They may not mix and match MP & HP, if they use this ability they must pay the full amount required in HP. This ability cannot be used if casting a spell would reduce the Blue Mage to 0 HP or less


    Legendary Accessory: Soma Drop
    Magician Only. +6 Int, +4 Vit. By paying double the spell's MP cost the bearer may cast any spell they don't know from a magic type they can use. They cannot cast spells of a higher Tier than they can currently cast and this ability is not affected by the Half MP ability.

    ------------------------------------------------------------
    Thoughts?
    Last edited by Kobold-Bard; 2011-09-10 at 03:36 AM.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

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    Default Re: Final Fantasy d6 Homebrew

    Weapon properties

    Deflecting
    Spoiler
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    Requires Tier 4
    This weapon had an exceptionally wide side, fit for deflecting ranged attacks. Whenever the user is attacked by a ranged attack, he may roll 2d6. The user adds half the roll to his armor until the attack resolves.


    EDIT:

    Stable of Soul
    Spoiler
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    Requires Tier 4 Blade
    The kami inside this Blade class weapon is strong, allowing it to preserve itself after being drawn out. When a Samurai Draws Out this weapon, there is an additional 25% chance that the blade will be preserved. This ability stacks with the Iaido Job Ability.
    Last edited by Creed; 2010-11-14 at 11:36 AM.
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    Thanks to Terry for my irate Nightmare Alchemist Avatar

    Quote Originally Posted by Dust View Post
    Creed, you guys are awesome.
    Quote Originally Posted by Tychris1 View Post
    Now for Creed to quote me and say something snarky. And the circle of life will be complete.

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    Default Re: Final Fantasy d6 Homebrew

    Magician looks good, but Go Down Casting looks identical to the Blue Mage's Blood Price.

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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by Mecharious View Post
    Magician looks good, but Go Down Casting looks identical to the Blue Mage's Blood Price.
    Bugger, so it is. Except mine works on any opponent, not just one type. Hmm....

    Made it HP = MP Cost+Spell Tier to make up for it. Seem ok?
    Last edited by Kobold-Bard; 2010-11-14 at 01:40 PM.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

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    Default Re: Final Fantasy d6 Homebrew

    Seems about right. I have some limit break components...

    Staggering (3 points)
    Spoiler
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    Your next attack does 200% damage against the target. This cannot be a spell, and esper attack, or another limit break.


    Shattering (4 points)
    Spoiler
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    This is combined with physical or magical attack. The target loses armor or magic armor equal to your level until the end of the encounter. This may be taken twice to affect armor and magic armor.


    Exhausting (4 point refund)
    Spoiler
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    Using this limit break makes the user go to 0hp, and become unconscious. The character can be brought to positive hit points through normal means (life spells, phoenix downs, auto-life, etc.)


    Long Range (1 point)
    Spoiler
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    The limit break may be used at a long range.


    Disabling (2 points)
    Spoiler
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    This limit break prevents the target from using counter-attacks, or special defenses until the end of your next turn. It also removes non-automatic status buffs (such as haste, protect, etc.)


    Fatal (6 point refund)
    Spoiler
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    The character using this limit break goes to 0hp, and cannot be brought to positive hit points until the encounter is over. The character is not dead, but is still subject to a boss' No Mercy ability.


    Immobilizing (3 points)
    Spoiler
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    The target loses 2 EVA until the end of the combat.


    Any look too powerful, not powerful enough?

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    Default Re: Final Fantasy d6 Homebrew

    I'd make Long Range 2 points. That's more useful than Short Range is a hindrance.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

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    Default Re: Final Fantasy d6 Homebrew

    Eh, I don't think so. There aren't that many opportunities where long range would make a difference over medium range (especially if you're using a limit break - you're probably somewhat close to the target). Short range is hardly a hinderance at all to melee characters, and ranged characters are probably staying within a medium range so they can hit with their powers.

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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by Mecharious View Post
    Eh, I don't think so. There aren't that many opportunities where long range would make a difference over medium range (especially if you're using a limit break - you're probably somewhat close to the target). Short range is hardly a hinderance at all to melee characters, and ranged characters are probably staying within a medium range so they can hit with their powers.
    But combine it with a group attack and a long range movement and you can fire a nuke basically.

    Edit:

    Hypello



    Hypello info at FFWiki

    Hypello get a +1 bonus on swimming checks, and can breath underwater (meaning they never need to hold their breath and can never drown). Also, because of their aquatic nature their ACC & EVA are 2 higher while underwater.
    Last edited by Kobold-Bard; 2010-11-14 at 02:43 PM.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

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    yuk Re: Final Fantasy d6 Homebrew

    Keymaster
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    HP/Level: +5
    MP/Level: N/A
    Weapons: Blade, Arcane, Two Weapons, Huge, Thrown
    Armour: Light, Medium
    Skill Points: 14
    ACC: 2 + STR or DEX rating
    Eva: 6 + DEX rating

    Spell Rank Level
    1 1, 1, 4,
    2 8, 12,
    3 17, 22,
    4 28

    Epic Ability: Final Form
    Spoiler
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    For a number of rounds equal to your Keyblade’s tier, you are treated as having all Keymaster abilities, knowing all the spells they have access to, and having Drive Form active with all of its abilities applying. If an ability states that it can be taken multiple times to improve its effect, you gain the improved version.


    Innate Ability: Keyblade – Passive, Self
    Spoiler
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    The Keymaster’s primary power is their ability to summon a unique weapon called a Keyblade. The Keyblade is a weapon of a Tier equal to the Keymaster’s level divided by three (rounding up (minimum 1, maximum 8)) with abilities chosen by the Keymaster, except that it always gets one more weapon ability than a normal weapon of its tier would have (e.g. a tier 1 Keyblade would have one ability, a Tier 2-4 would have two, tier 5-6 three, tier 7 four, and tier 8 nine), and it always has the indestructible quality. The Keymaster chooses what weapon type their Keyblade is (with the exception of Two Weapons).
    A Keymaster may summon their Keyblade to their hand as an instant action, regardless of where it is.


    Job Abilities

    Keychains – Slow, Self
    Spoiler
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    Upon choosing this ability, the Keymaster gains a Keychain, a Keychain is a second set of abilities and/or weapon type for their Keyblade. A Keymaster may only have one set of abilities and/or type active at once, and changing between Keychains is a slow action. Every time their Keyblade increases a tier, a Keymaster gains an additional Keychain. The abilities of Keychains may not be changed after they are chosen.
    A Keymaster may select this ability again to turn the act of changing Keychains into an instant action.


    Key Magic – Standard, Varies
    Spoiler
    Show
    The Keymaster learns how to cast spells. They are now treated as having +1 MP/Level, gaining MP retroactively as well, and gaining spells as shown on their chart. They may learn spells from the Black, White, and Time Mage spell lists.


    Combination Attack – Standard, Single/Multiple
    Spoiler
    Show
    The Keymaster has learned how to harness their speed and unleash flurries of blows in a devastating combo.
    As a standard action, the Keymaster may make two attacks instead of just one. These attacks do not have to be against the same target.
    If the Keymaster takes this ability a second time, they may make up to three attacks as a standard action.


    Finisher – Instant, Varies
    Spoiler
    Show
    A Keymaster may only select this ability if they have the Combination Attack ability. If a Keymaster hits with all attacks in a Combination Attack he may apply any of these abilities to the final attack...

    Zantetsuken: Your final attack deals damage as if it were a weapon three tiers higher.

    Ars Arcanum: You may make another two attacks, you may not apply another finisher to these.

    Brave Shot: All enemies within Short Range are knocked back a Short Distance.

    Ragnarok: Your last attack deals damage to all enemies in short range equal to the normal damage of your Keyblade, but of the Holy elemental type.

    This ability can only be used a number of times per session equal to your SPR rating.


    Drive Form – Standard, Self
    Spoiler
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    A number of times per session equal to their SPR rating, a Keymaster may unleash themselves and transform into a new form as a slow action. This form lasts for a number of rounds equal to twice the current tier of the Keymaster’s Keyblade or until the Keymaster chooses to stop it, whichever is sooner. A Drive Form has a number of abilities chosen by the Keymaster equal to the number of weapon abilities your keyblade currently has. These abilities are chosen by the Keymaster upon the taking of this ability, but a new one is chosen at every level where your Keyblade’s tier upgrades. The Abilities are chosen from this list...

    Synch Blade: You gain a second Keyblade upon turning into the form. You may wield both of your keyblades at once under the Two Weapons category. The second Keyblade need not have the same abilities as your normal one, and you choose its abilities upon turning into the form.

    Vortex: As a standard action, you may pull up to three enemies at a medium range into short range of you. They move through the most direct path, and if something is in the way then they stop.

    Scan: You automatically know the current health of the last enemy you attacked.

    MP Rage: Every time you successfully hit an enemy you regain MP equal to your Keyblade’s tier.

    Combo Plus: You may make one extra attack per turn in a standard action, this stacks with the Combination Attack Job Ability.

    Mobile Action: Moving a medium distance, once per round, is an Instant Action.

    Retaliating Slash: When Knockback’d, you may attack an enemy within medium range with your Keyblade as if it was ranged.

    Wisdom Shot: As a Standard action you may deal (SPR + Keyblade Tier) +2d6 damage of an element of your choice to an enemy within medium range.

    Elemental: Your attacks deal damage of an element of your choice while in this form (if Holy is chosen then this takes up two ability slots).

    You may take this Job Ability more than once, each time gaining a new Drive Form with new abilities that you choose. When you transform, you may choose which form you morph into.


    Dodge Roll - Slow, Self
    Spoiler
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    As a slow action a Keymaster may duck to the ground and roll rapidly. Upon making this action, the Keymaster is invulnerable from any attack, spell, or limit break, except ones that have the local target. Unlike normal slow actions, this cannot be interrupted.


    Payback Raid - Instant, Single
    Spoiler
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    Whenever you suffer the effects of Knockback, you may instantly make an attack against the person who caused the effect, even if they are outside of your normal range.


    Last Chance - Permanent, Self
    Spoiler
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    The Keymaster has amazing tenacity, and is marked by fate for the strength of his heart. He will not go down so easily. Whenever an attack would be enough to defeat you, it instead takes you to 1hp, unless you were already at 1hp, in which case you are knocked unconscious like normal.


    Strike Raid - Slow, Multiple
    Spoiler
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    As a slow action, you may throw your Keyblade along a savage stroke. You may make an attack against all targets along a straight line in any direction you choose, that extends up to a Medium Range.


    Sliding Dash - Standard, Single
    Spoiler
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    As a standard action you may move up to a Medium Range to a target of your choice and attack them. If you hit then the target suffers Knockback a Short Distance, but you may move with them so that you are next to them when they land.


    Reversal - Instant, Single
    Spoiler
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    A number of times per session equal to your SPR rating, whenever an enemy misses you with an attack, you may make an instant counterattack against them that bypasses their ARM.

    Last edited by IcarusWings; 2011-01-03 at 10:51 AM.
    You gotta' let me know, are we human,
    Or are we dancers?
    My signs are vital, my hands are cold,
    And I'm on my knees, begging for the answer,
    Are we human, or are we dancers?

    - Human, The Killers


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    Default Re: Final Fantasy d6 Homebrew

    KEYBLADEMASTERWIN!
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    Thanks to Terry for my irate Nightmare Alchemist Avatar

    Quote Originally Posted by Dust View Post
    Creed, you guys are awesome.
    Quote Originally Posted by Tychris1 View Post
    Now for Creed to quote me and say something snarky. And the circle of life will be complete.

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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by Creed View Post
    KEYBLADEMASTERWIN!
    That was the reaction I was ideally going for

    It still needs about five more abilities and an epic ability though. Not sure what to do for them though. I was thinking something about opening/closing the heart of a world, I'm not sure what it would do though. Maybe the Keyblade of People's Hearts?

    EDIT: Dodge Roll added as a Job Ability
    Last edited by IcarusWings; 2010-11-14 at 03:22 PM.
    You gotta' let me know, are we human,
    Or are we dancers?
    My signs are vital, my hands are cold,
    And I'm on my knees, begging for the answer,
    Are we human, or are we dancers?

    - Human, The Killers


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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by IcarusWings View Post
    Keymaster

    HP/Level: +7
    MP/Level: N/A
    Weapons: Blade, Arcane, Two Weapons, Huge, Thrown
    Skill Points: 14
    ACC: 2 + STR or DEX rating
    Eva: 6 + DEX rating
    I'd make their health +5 - +6, Sora was never the most burly of people, and classes like Dragoons get +6.

    What armour do they get?

    Why Huge? In fact why anything except Blade & Two Weapons, since you're almost never going to use anything except the Keyblade anyway?

    Spell Rank Level
    1 1, 1, 4,
    2 7, 10, 13
    3 16, 20, 24
    4 28

    Epic Ability: Still in Progress


    Innate Ability: Keyblade – Passive, Self
    Spoiler
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    The Keymaster’s primary power is their ability to summon a unique weapon called a Keyblade. The Keyblade is a weapon of a Tier equal to the Keymaster’s level (rounding up (minimum 1)) with abilities chosen by the Keymaster, except that it always gets one more weapon ability than a normal weapon of its tier would have (e.g. a tier 1 Keyblade would have one ability, a Tier 2-4 would have two, tier 5-6 three, tier 7 four, and tier 8 nine), and it always has the indestructible quality. The Keymaster chooses what weapon type their Keyblade is (with the exception of Two Weapons).
    A Keymaster may summon their Keyblade to their hand as an instant action, regardless of where it is.
    lolwut? It's a tier = Keymasters level? So you can have a Keyblade that does (Strx30)+2d6 damage? Even if this caps at Tier 8 that's still way too early to be getting that.

    Also what type of weapon is the Keyblade? I'd assume Blade, but maybe Arcane?

    If it's getting Indestructable for free, why do they get another bonus ability on top of what anyone else would get?

    Job Abilities

    Keychains – Slow, Self
    Spoiler
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    As a Slow action, a Keymaster may rechoose a all of their Keyblades weapon abilities, and/or they may change the weapon type of their Keyblade to any other weapon type (except Two Weapons). This new set of abilities and type remains until the Keymaster reuses this ability to change it again.
    A Keymaster may select this ability again to turn it into a standard action, and a third time to turn it into an instant action.
    Give this a limit. Spr Rating/session maybe?

    Key Magic – Standard, Varies
    Spoiler
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    The Keymaster learns how to cast spells. They are now treated as having +3 MP/Level gaining MP retroactively as well, and gaining spells as shown on their chart (also retroactively if this ability is taken after level one). They may learn spells from the Black, White, and Time Mage spell lists.
    The Freelancer doesn't get retroactive spells, why should the Keymaster?

    Also, by taking this you are automatically better at being a Red Mage than the Red Mage, because while your spell progression suffers slightly your combat ability is way better.

    Combination Attack – Standard, Single/Multiple
    Spoiler
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    The Keymaster has learned how to harness their speed and unleash flurries of blows in a devastating combo.
    As a standard action, the Keymaster may make two attacks instead of just one. These attacks do not have to be against the same target.
    If the Keymaster takes this ability a second time, they may make up to three attacks as a standard action.
    Looks cool.

    Finisher – Instant, Varies
    Spoiler
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    A Keymaster may only select this ability if they have the Combination Attack ability. If a Keymaster hits with all attacks in a Combination Attack he may apply any of these abilities to the final attack...

    Zantetsuken: Your final attack deals damage as if it were a weapon three tiers higher.

    Ars Arcanum: You may make another two attacks, you may not apply another finisher to these.

    Brave Shot: All enemies within Short Range are knocked back a Short Distance.

    Ragnarok: Your last attack deals damage to all enemies in short range equal to the normal damage of your Keyblade, but of the Holy elemental type.
    These look ok, but again should probably have a limit, again maybe Spr Rating/session.

    Drive Form – Standard, Self
    Spoiler
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    A Keymaster may unleash themselves and transform into a new form. This form lasts for a number of rounds equal to twice the current tier of the Keymaster’s Keyblade or until the Keymaster chooses to stop it, whichever is sooner. A Drive Form has a number of abilities chosen by the Keymaster equal to the number of weapon abilities your keyblade currently has. These abilities are chosen by the Keymaster upon the taking of this ability, but a new one is chosen at every level where your Keyblade’s tier upgrades. The Abilities are chosen from this list...

    Synch Blade: You gain a second Keyblade upon turning into the form. You may wield both of your keyblades at once under the Two Weapons category. The second Keyblade need not have the same abilities as your normal one, and you choose its abilities upon turning into the form.

    Vortex: As a standard action, you may pull up to three enemies at a medium range into short range of you. They move through the most direct path, and if something is in the way then they stop.

    Scan: You automatically know the current health of the last enemy you attacked.

    MP Rage: Every time you successfully hit an enemy you regain MP equal to your Keyblade’s tier.

    Combo Plus: You may make one extra attack per turn in a standard action, this stacks with the Combination Attack Job Ability.

    Mobile Action: Moving a medium distance is an Instant Action.

    Retaliating Slash: When Knockback’d, you may attack an enemy within medium range with your Keyblade as if it was ranged.

    Wisdom Shot: As a Standard action you may deal (SPR + Keyblade Tier) +2d6 damage of an element of your choice to an enemy within medium range.

    You may take this Job Ability more than once, each time gaining a new Drive Form with new abilities that you choose. When you transform, you may choose which form you morph into.
    I'd adjust this a bit & turn it into the Epic Ability personally, Drive Form seems to fit that.

    Mobile Action needs a "1/turn" limit because you can make as many Instant actions as you wish.

    -----------------------
    Just my thoughts, take as you will.

    Though I must say, thank you so much for doing the Keymaster. The concept kicks butt
    Last edited by Kobold-Bard; 2010-11-14 at 03:35 PM.
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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by Kobold-Bard View Post
    I'd make their health +5, Sora was never the most burly of people (eg. Dragoons get +6).
    Fair enough, consider it changed

    What armour do they get?
    Whoops, left that out. It's Light and Medium. Fix'd.

    Why Huge? In fact why anything except Blade & Two Weapons, since you're almost never going to use anything except the Keyblade anyway?
    Those proficiencies are there so that if a Keymaster wants to be able to use their Keyblade as, say, a Huge weapon, or to throw it (both of which they can do, as the Keychain ability can change weapon type), they can do it without a pesky -4 penalty.

    lolwut? It's a tier = Keymasters level? So you can have a Keyblade that does (Strx30)+2d6 damage? Even if this caps at Tier 8 that's still way too early to be getting that.
    *Facepalm*
    It's supposed to be level divided by three, rounding up. So the earliest you could get tier 8 was 24, which I thought was about right.

    Also what type of weapon is the Keyblade? I'd assume Blade, but maybe Arcane?
    You can choose, it says right there in the text.

    If it's getting Indestructable for free, why do they get another bonus ability on top of what anyone else would get?
    The indestructible and free ability are their so that the Keyblade is better than a normal weapon of it's tier.

    Give this a limit. Spr Rating/session maybe?
    I wouldn't have thought it would need a limit. It's just a weapon change, it's not all that OP.

    The Freelancer doesn't get retroactive spells, why should the Keymaster?
    Fair enough, do you think I should keep the MP retroactive though?

    Looks cool.



    These look ok, but again should probably have a limit, again maybe Spr Rating/session.
    Consider it done

    I'd adjust this a bit & turn it into the Epic Ability personally, Drive Form seems to fit that.
    Do you think so? I see you're logic, but I don't think it should be a rare occurence to be able to go into Drive Form

    Mobile Action needs a "1/turn" limit because you can make as many Instant actions as you wish.
    Whoops, forgot that.

    Cheers for the critique
    Last edited by IcarusWings; 2010-11-14 at 03:45 PM.
    You gotta' let me know, are we human,
    Or are we dancers?
    My signs are vital, my hands are cold,
    And I'm on my knees, begging for the answer,
    Are we human, or are we dancers?

    - Human, The Killers


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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by IcarusWings View Post
    Fair enough, consider it changed.

    Whoops, left that out. It's Light and Medium. Fix'd.
    Cool.

    Those proficiencies are there so that if a Keymaster wants to be able to use their Keyblade as, say, a Huge weapon, or to throw it (both of which they can do, as the Keychain ability can change weapon type), they can do it without a pesky -4 penalty.
    So the Keyblade can be any type of weapon rather than just a blade. I suppose I can live with that.

    *Facepalm*
    It's supposed to be level divided by three, rounding up. So the earliest you could get tier 8 was 24, which I thought was about right.
    Ahh. Yes that. much better.

    You can choose, it says right there in the text.
    I thought you could only choose the Keyblade's abilities, not it's form. Fair enough.

    The indestructible and free ability are their so that the Keyblade is better than a normal weapon of it's tier.
    By being both Indestructible, free and free to upgrade (meaning you can spend more on other stuff) it's already better than a normal weapon. But I can let this go.

    I wouldn't have thought it would need a limit. It's just a weapon change, it's not all that OP.
    This ability let's you pick the perfect abilities for every situation. It's that reason that Wizards are OP in D&D. I prsonally think there should be a limit so there's still some skill required in picking abilities, but it's your call.

    Fair enough, do you think I should keep the MP retroactive though?
    MP is always retroactive in every class. You recalculate your HP & MP from scratch at each level up.

    Personally I'd limit them to Level 3 spells so the Red Mage still has something going for them.

    Consider it done
    Cool.

    Do you think so? I see you're logic, but I don't think it should be a rare occurence to be able to go into Drive Form
    Seems like an appropriate Epic Ability, tapping into the true power of the Keyblade.

    Whoops, forgot that.
    Cool.
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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by Kobold-Bard View Post
    So the Keyblade can be any type of weapon rather than just a blade. I suppose I can live with that.
    If you really think it's better I'll make it so it's always a blade originally, but I still think that it should be able to be changed via Keychains.

    By being both Indestructible, free and free to upgrade (meaning you can spend more on other stuff) it's already better than a normal weapon. But I can let this go.
    Fair enough, I'll remove the free ability, but keep indestructible

    This ability let's you pick the perfect abilities for every situation. It's that reason that Wizards are OP in D&D. I prsonally think there should be a limit so there's still some skill required in picking abilities, but it's your call.
    I don't think it's quite wizard-level, but I see your point. I think SPR rating is a bit low though, twice SPR rating?

    MP is always retroactive in every class. You recalculate your HP & MP from scratch at each level up.
    Oh yeah...

    Personally I'd limit them to Level 3 spells so the Red Mage still has something going for them.
    Fair enough

    Seems like an appropriate Epic Ability, tapping into the true power of the Keyblade.
    True, I'm just not quite sure I want it to be such a rare occurence as being an Epic Ability would make it.

    Also, any thoughts on dodge roll, the new ability?
    Last edited by IcarusWings; 2010-11-14 at 04:39 PM.
    You gotta' let me know, are we human,
    Or are we dancers?
    My signs are vital, my hands are cold,
    And I'm on my knees, begging for the answer,
    Are we human, or are we dancers?

    - Human, The Killers


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    Default Re: Final Fantasy d6 Homebrew

    I don't think the Keyblade should be able to be a higher tier than 8, though. That seems to be a hard limit. It could be level/4 rounding up, which would get you access at level 29.

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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by IcarusWings View Post
    If you really think it's better I'll make it so it's always a blade originally, but I still think that it should be able to be changed via Keychains.
    Nah keep it. They let you pick staff, sword or shield at the start, seems like a fair ability.

    Fair enough, I'll remove the free ability, but keep indestructible
    Coolio.

    I don't think it's quite wizard-level, but I see your point. I think SPR rating is a bit low though, twice SPR rating?
    Cool.

    Oh yeah...

    Fair enough.
    Coolio.

    True, I'm just not quite sure I want it to be such a rare occurence as being an Epic Ability would make it.
    Fair enough
    What are you planning for an Epic Ability instead?

    Also, any thoughts on dodge roll, the new ability?
    Seems ok, though I can't really unify "dodging quickly" taking a Slow action, if you understand. Though without a mechanic for taking actions on other people's turns that's probably the best way. Also, mention in it that it only lasts 1 round, as it is now it reads that you take a slow action and become invulnerable indefinitely.
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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by Mecharious View Post
    I don't think the Keyblade should be able to be a higher tier than 8, though. That seems to be a hard limit. It could be level/4 rounding up, which would get you access at level 29.
    It can't go above tier 8, there is no tier 9, should probably clarify that though... thanks for the catch.

    Fair enough
    What are you planning for an Epic Ability instead?
    I'm not sure, Final Form would be my first choice, but that doesn't work if Drive Gauge is a Job Ability. Maybe something to do with opening the doors to the worlds?

    Ideas are welcomed, as well as ideas for more Job Abilities.
    You gotta' let me know, are we human,
    Or are we dancers?
    My signs are vital, my hands are cold,
    And I'm on my knees, begging for the answer,
    Are we human, or are we dancers?

    - Human, The Killers


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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by IcarusWings View Post
    Keymaster


    Keychains – Slow, Self
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    As a Slow action, a Keymaster may rechoose a all of their Keyblades weapon abilities, and/or they may change the weapon type of their Keyblade to any other weapon type (except Two Weapons). This new set of abilities and type remains until the Keymaster reuses this ability to change it again.
    This ability may be used a number of times per session equal to the Keymaster's SPR rating.
    A Keymaster may select this ability again to turn it into a standard action, and a third time to turn it into an instant action.
    I have a suggestion on that, each time you pick the Keychains Job ability you gain a Keychain and on that Keychain you pre-pick that abilities that will go on that perticular Keychain, picking new abilities as the Keyblade Master gains LV. This will allow you to get versatility and a closer ressemblence to the keychains in the games.

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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by DualShadow View Post
    I have a suggestion on that, each time you pick the Keychains Job ability you gain a Keychain and on that Keychain you pre-pick that abilities that will go on that perticular Keychain, picking new abilities as the Keyblade Master gains LV. This will allow you to get versatility and a closer ressemblence to the keychains in the games.
    I like this idea actually.

    Don't forget to actually change the spell progression/Key Tier = Level/3 etc.

    If you're dead set on not using Drive Form for the Epic Ability, maybe you unlock the doorways between the world an the Void (since it inherently exists in every game world), turning you into Anti-Form.

    While in Anti Form you can't cast spells but all your stats double. While in anti form you can use a special Anti-Limit Break (10 pointer, chosen each time the form is entered) each round without cost, and it lasts for 4 rounds.

    Mechanics may be rubbish, but it's an idea.
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    Parivir (Samurai variant)

    Statistics
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    As samurai, with the following exceptions:
    Armor: Light instead of Heay.
    EVA: 8 + Dex or Spr


    Epic Ability: Spirit Vessel
    Spoiler
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    (Instant/Self) The parivir's body becomes possessed by the spirit in his blade, granting the character new abilities. When Spirit Vessel is activated, all negative status effects (including unconsciousness) are removed from the parivir, and the character is brought to full hit points. This may be be used when it is not the parivir's turn, and even if the character is affected by stun, fear, charm, or confuse.

    While the spirit is in possession, the parivir does one extra step of damage, and gains additional combat abilities based on the element of the kami in the blade:

    Wind: The parivir may make slow attacks as standard attacks.
    Earth: The parivir's armor increases by twice their level
    Water: The parivir's magic armor increases by twice their level
    Fire: The parivir gains an extra use of piercing strike
    Ice: Enemies hit by the parivir become slowed
    Lightning: The parivir may counterattack any short-range attacks made against them
    Holy: The parivir is immune to status effects
    Shadow: Enemies hit by the parivir become blinded.

    The spirit remains in the parivir's body for a number of turns equal to the parivir's spirit rating. When it leaves, the parivir's blade no longer has a kami, and may not be used with Draw Out.


    Innate Ability - Draw Out/Unburdened Soul (As samurai)

    Job Abilities
    Spoiler
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    The parivir loses access to armor break, power break, speed break, soul break, magic break, and I****oken
    The parivir may still chose Flawless Form, Iaido, Warding Circle, Third Eye, and Two-Handed Grip.


    New Job Abilities
    Spoiler
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    Hoarfrost Blade
    Spoiler
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    (Standard/Single) - The parivir's blade is surrounded with light-blue motes of energy that slow the enemy's movements. The parivir makes an attack with a blade, and if it connects, the deals one step higher ice damage and lowers the target's evasion by two points. This evasion penalty cannot stack with itself. This is useable a number of times per session equal to the parivir's INT rating.


    Wind Slash
    Spoiler
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    (Standard/Single) - Powerful parivir are able to slash their blades at the air itself, causing powerful bursts of wind to damage their opponents. The parivir makes a blade attack, but is allowed to make it at a medium range. This attack calculates damage normally based on the blade's tier, except it always does wind damage. This is useable a number of times per session equal to the parivir's DEX rating.


    Lifethread Blade
    Spoiler
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    (Standard/Single) - The parivir's blade becomes shadowy and fluid, being able to make devastating attacks that don't leave a mark. The parivir makes an attack with their blade, except the damage is shadow and is based on Spirit, not strength, and targets MARM. If the target of this ability dies, the parivir recovers health equal to twice their level. This ability has no effect on constructs and is useable a number of times per session equal to the parivir's VIT rating.


    Shimmering Blade
    Spoiler
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    (Instant/Single) - After landing a blow, the parivir's blade explodes with light, disorienting the target of their attack. A parivir may use this ability after hitting a target, but before rolling damage. If this ability is used, the attack does half damage, but the target loses 1 ACC until the end of the encounter. This does not stack with itself.


    Skyfury Blade
    Spoiler
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    (Slow/Single) - Static electricty charges around the parivir, shocking an enemy hit by the parivir's blade. At the end of this slow action, if the target is within a short range, the parivir makes an attack against the target that does half lightning damage, and stuns the target for one round. This ability can be used a number of times per session equal to the parivir's SPR rating.


    Exotic Style
    Spoiler
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    (Special) - While most parivir and samurai prefer the elegance of a blade, some have learned a special style that allows them to utilize special weapons such as the Naginata. If this ability is selected, the parivir may treat reach weapons as blades for the purpose of their special abilities. At the GM's discretion these reach weapons may also contain kamis for the parivir's innate and epic abilities. In addition, the parivir gains +1 ACC regardless of what weapon they use.



    Legendary Accessory: Crimson Tear
    Spoiler
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    +6 STR, +4 SPR - If the parivir uses DEX to calculate evasion, the character may add half their SPR rating to EVA. If the parivir uses SPR to calculate evasion, the character may add half their DEX rating to EVA. In addition the parivir gains an extra use of Hoarfrost Blade, Skyfury Blade, and Lifethread Blade per session if the parivir has access to those abilities.
    Last edited by Mecharious; 2010-11-15 at 02:54 PM.

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    Default Re: Final Fantasy d6 Homebrew

    Note:
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    Simply remove the bonuses section if you're playing the newer version of FFd6.


    Guado

    Guado are humanoid beings with a connection to the supernatural. They have pointy ears and markings on their skin, which are usually blue. Guado have ridiculously long arms and legs, with huge hands to match, and they stand between average Hume height and tall Elvaan height. Telling the Guado apart may be difficult--they tend to look similar, with the genders having little difference between them, and most Guado sporting bizarre hairstyles and low-toned, melodic voices.

    Typical Height
    1.6 - 2.1m

    Typical Weight
    75 - 105kg (Male)
    70 - 100kg (Female)

    Hair Colors
    Blue, green, orange

    Eye Colors
    Blue, green, grey

    Lifespan
    Young is 11 - 21 years old.
    Average is 22 - 70 years old.
    Old is 71 - 105 years old.

    Society
    Guado civilization leans heavily on religious and spiritual structures. This brings the race together, strengthening their inner ties. However, this equally separates the Guado from other races, making them a seclusive race grouped in a small number of places.
    Guado are distant, seeming distracted constantly. In truth, they're usually in constant deep thought. Unfortunately, this can have unfortunate consequences in that they might be a little too absorbed to properly observe their surroundings. The Guado are always calm, their emotions kept perfectly in check.

    Roleplaying
    Guado do not often become adventurers, not seeing a point in becoming such a thing. Those who do are often exceptions to the race, being less thoughtful and perhaps less calm. This isn't a hard and fast rule, of course.
    A Guado is often a very helpful party member, as well as a good companion, providing insight into situations where others might fail, as they see the world differently.

    Language
    The Guado's language is graceful and poetic, with fluff filling every thought. It's spoken quickly and flowingly, making it difficult to master. As well, most Guado do not speak it in front of non-Guado, which makes it even more difficult to properly learn. A Language check made for the Guado language is of challenging (11) difficulty.

    Bonuses
    The Guado are extremely speedy, granting them the ability to move a Medium range instead of a Short range with an Instant action. Guado are also acutely aware of the supernatural undead, allowing them to sense undead creatures. This grants a +1 bonus on Awareness checks made to notice or identify undead, and reduces the risk of preemptive attacks by undead at the GM's discretion.

    Jobs
    Guado tend to connect to magic in some way, though black magic, white magic, and geomancy are the most commonly used. Red Mage is an extremely common job among the Guado. Some Guado, however, fall back on the strength of their massive hands and long arms, becoming Monks. Guado Entertainers aren't uncommon, either.
    Last edited by Temotei; 2016-06-22 at 10:11 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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    Default Re: Final Fantasy d6 Homebrew

    Bounty (7 Points)
    Using a limit break with this ability grants a bonus at the end of the battle. Roll 1d6 and consult the following table for the effect, which is in addition to the normal benefits of winning the encounter. Combining Bounty with Area Effect grants the given effect to every party member. Using this ability more than once will not grant multiple effects; the newest effect is the only one that applies.

    Roll Bonus
    1 100 Gil
    2 Full HP and MP
    3 50 Gil Per Character Level
    4 1 Additional Use of a Job Ability or Weapon Property Ability This Session
    5 1 EXP
    6 1 Destiny
    Last edited by Temotei; 2014-04-09 at 09:09 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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    Default Re: Final Fantasy d6 Homebrew

    Scholar



    Scholars are academics that travel the world seeking out new knowledge and forgotten lore. While far from the toughest or most dangerous of opponents, Scholars should not be underestimated. After all, the saying "Knowledge is Power" becomes very literal where they are concerned.

    Scholars often carry large, intricately designed Tomes with them, that serve the dual purpose of giving them a record of their journey, but also many can be used as a weapon, perhaps firing razor sharp leaves of paper (if a Ranged weapon) or unleashing words right off the page (if an Arcane Weapon).

    HP/Level: +3
    MP/Level: +2
    Weapons: Arcane, Ranged
    Armour: Light, Medium
    Skill Points: 18
    ACC: 1 + DEX
    EVA: 6+ DEX or INT

    {table]Spell Rank|Level
    1|1, 4, 8
    2|12, 16
    3|20, 24[/table]

    Epic Ability: Eidetic Recall Varies, Varies
    By using this ability the Scholar is able to call to mind every scrap of information that fills their brain simultaneously. For a number of rounds equal to their SPR rating or 4 rounds (whichever is longer), they are considered to have access to every job ability of every job; they merely attempt to use the ability and it becomes so.

    They do not gain other job's Epic or Innate abilities, and nor do they have access to any Shared abilities they don't already possess and may only have a single Passive ability active at a time (changeable 1/round). Any ability with a duration longer than the duration of Eidetic Recall automatically ends when Eidetic Recall does.

    Innate ability: Study Single, Varies
    By combining current observations with previously acquired knowledge the Scholar can ascertain just about everything about a target. The Scholar may either make a quick assessment that takes only a Standard action to complete, or may take a Slow action to conduct a more thorough as assessment.

    Standard:
    Spoiler
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    If used on a creature the Scholar learns their current and max HP & MP total, their level & Job (if applicable), their ARM, M. ARM & EVA and what item they hold.

    If used on an object the Scholar learns it's Tier (if applicable) and it's effect/special qualities (as the Analyse spell).


    Slow:
    Spoiler
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    If used on a creature the Scholar learns everything they would with a standard action, as well as all the targets special qualities & abilities (Job abilities if not a monster).

    If used on a weapon, some armour or a shield they learn everything they would with a standard action & may use it without penalty for a number of rounds equal to their INT Rating even if they aren't proficient.

    If used on another item they learn everything they would with a standard action & may roll 2d6+(Int Rating) against the Synth DC of the Item. If it succeeds they utilise esoteric knowledge of the item and may double it's potency. They must roll again each time they try this with a particular item.


    Job Abilities:
    Spoiler
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    Eldritch Knowledge: Varies, Standard
    The Scholar has a keen interest in magic and has learned the trick to casting a spell or two.
    They gain the spell progression shown above (though they don't gain spells retroactively). They may cast spell of the Black or White schools.

    Abomination Fascination: Varies, Standard
    The Scholar has a particular fascination with the monsters that roam the world.
    They gain the spell progression shown above (though they don't gain spells retroactively).
    From now on if they have performed a Slow action Study of a creature and are subject to an effect that a Blue Mage could learn before the end of the encounter they may learn the spell the next time they could gain a spell (see above spell progression) if they can make an INT Rating check against a DC of 9+the monster's level. While they know a spell they gain a +1 to ACC against the type of enemy they learned the spell from.
    Scholar's may only ever learn a single Blue Magic at a time, if they wish to learn another they must permanently expend a spell slot of the former spell's level (so they have 1 spell slot less than the above table says each day from now on) and permanently forget that spell (meaning they can never re-learn it later).

    Boon of Education: Instant, Self
    Knowledge for the sake of knowledge is all well and good, but being able to put that knowledge to use is better.
    After Studying a creature with a Slow action you treat either it's EVA or ACC as reduced by an amout equal to your SPR Rating or their ARM or M. ARM as reduced by your SPR score until the end of the encounter when calculating the results of your own or their actions.
    The Scholar may only have this active on one target at a time, and must Study a new target after this ability's previous activation before making them the target of this ability.

    Educate the Masses: Standard, Group
    Knowledge is Power, so you must take care not to give too much away. However no man is an island, and sharing your wisdom is often the smarter course.
    After studying a creature with a Slow action you may pass on your findings to your allies. You and your allies treat either it's EVA, ACC, ARM or M. ARM (each ally chooses individually) as reduced by an amout equal to your SPR Rating for 2 rounds, after which the opponent will recognise this and inherently adjust it's combat style to conflict with the Scholar's instructions.
    This does not stack with (and in fact cancels out) the reductions from Boon of Education, and may only be used 1/session on each target.

    Fountain of Knowledge: Self, Instant
    Scholars are walking, talking encyclopaedias, informed on just about every subject imaginable.
    Those with this ability may put ranks into the unique skill Lore (Everything). They may use this skill in place of a tradional Lore skill on just about any subject imaginable, both the ones mentioned in the Skills section and any others besides (eg. Lore (Recipes) or Lore (Nicknames of Royalty).

    Natural Aptitude
    As the Red Mage Ability

    Counter Intelligence: Single, Instant
    Unlike most intellectuals, Scholar's may give their insights real force, potentially crippling an opponent.
    After Slow Studying a target the Scholar instructs his allies of how to overcome their opponent. In game terms the target loses one special quality (such as Fire Immunity, Flight or Unusual defence) of the Scholar's choice for 4 rounds and is stripped of all positive status effects (automatic statuses such as Auto-Shell are only supressed for 4 rounds instead).
    This ability may be used 1/Spr Rating per session.

    Words of Power: Single, Slow
    When spoken by a Scholar, words take on significant strength.
    By making a Perform check against a DC = the target's level, the Scholar can inflict (Int x 1/2 Scholar Level [rounded up]) damage to a target. This may be used at Long range.
    By forgoing the damage of this ability, the Scholar may instead make their words slip into the target's subconscious, influencing them. Until the end of the session the target obeys the Scholar's commands to the best of it's ability. While it may fight for the Scholar, it will never do anything suicidal such as go up against a Notorious, boss or end boss monster. Bosses and end bosses are immune to this ability.
    They may use this ability 1/Int Rating per session, but may only succeed on possessing a target once/session.

    Esoterica Magnifica: Self, Passive
    Scholar's know every trick in the book, mostly because they own the book, have gone over it with a fine tooth comb and could recite it to you if you asked them to.
    Spells cast by the Scholar have their MP costs reduced by the highest rank of spells they can currently cast. In addition 1/session, they can gain an additional use of any ability that is normally limited.



    Legendary Accesory: Grimoire of the Rift
    Scholar Only. +6 Int, +4 Spr. The amount a target's ACC, EVA, ARM & M. ARM is reduced by a Scholar's abilities is doubled. They may also use Words of Power to possess a target as many times as they have uses, rather than 1/session.

    ---------------------------------
    Needs more Job abilities, but my computer is playing up, so I wanted to get it posted in case it crashed.

    Thoughts?
    Last edited by Kobold-Bard; 2011-04-30 at 11:39 AM.
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  27. - Top - End - #27
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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by DualShadow View Post
    I have a suggestion on that, each time you pick the Keychains Job ability you gain a Keychain and on that Keychain you pre-pick that abilities that will go on that perticular Keychain, picking new abilities as the Keyblade Master gains LV. This will allow you to get versatility and a closer ressemblence to the keychains in the games.
    Added roughly. After choosing the Job Ability, you gain a new Keychain every time your Keyblade's tier increases now. Retaking the Job Ability allows you to change Keychains as an instant action rather than a slow one.

    Don't forget to actually change the spell progression/Key Tier = Level/3 etc.
    Done, but kept one level 4 spell at level 28, which is only accessible if it's the first ability you take.

    If you're dead set on not using Drive Form for the Epic Ability, maybe you unlock the doorways between the world an the Void (since it inherently exists in every game world), turning you into Anti-Form.

    While in Anti Form you can't cast spells but all your stats double. While in anti form you can use a special Anti-Limit Break (10 pointer, chosen each time the form is entered) each round without cost, and it lasts for 4 rounds.
    Maybe, it doesn't really suit Anti-Form though, as in the game it's supposed to be something you don't really want.

    Onto some critiques...

    Pavirir

    Statistics

    As samurai, with the following exceptions:
    Armor: Light instead of Heay.
    EVA: 8 + Dex or Spr
    Seems fine

    Epic Ability: Spirit Vessel
    Spoiler
    (Instant/Self) The parivir's body becomes possessed by the spirit in his blade, granting the character new abilities. When Spirit Vessel is activated, all negative status effects (including unconsciousness) are removed from the parivir, and the character is brought to full hit points. This may be be used when it is not the parivir's turn, and even if the character is affected by stun, fear, charm, or confuse.

    While the spirit is in possession, the parivir does one extra step of damage, and gains additional combat abilities based on the element of the kami in the blade:

    Wind: The parivir may make slow attacks as standard attacks.
    Earth: The parivir's armor increases by twice their level
    Water: The parivir's magic armor increases by twice their level
    Fire: The parivir gains an extra use of piercing strike
    Ice: Enemies hit by the parivir become slowed
    Lightning: The parivir may counterattack any short-range attacks made against them
    Holy: The parivir is immune to status effects
    Shadow: Enemies hit by the parivir become blinded.

    The spirit remains in the parivir's body for a number of turns equal to the parivir's spirit rating. When it leaves, the parivir's blade no longer has a kami, and may not be used with Draw Out.
    This seems cool, can't see any glaring problems.

    Hoarfrost Blade (Slow/Single) - The parivir's blade is surrounded with light-blue motes of energy that slow the enemy's movements. The parivir makes an attack with a blade, and if it connects, it deals ice damage and lowers the target's evasion by two points. This evasion penalty cannot stack with itself.
    Is this a permanent lower of EVA? If yes then this is pretty powerful, if no then this should be fine.

    Aaaaaaaand The Scholar

    HP/Level: +3
    MP/Level: N/A
    Weapons: Arcane, Ranged
    Armour: Light, Medium
    Skill Points: 18
    ACC: 1 + DEX or STR
    EVA: 6+ DEX or INT
    Fine so far

    Spell Rank Level
    1 1, 4, 8
    2 12, 16
    3 20, 24
    That's a pretty low list of spells, but that might just be me

    Epic Ability: Eidetic Recall Varies, Varies
    By using this ability the Scholar is able to call to mind every scrap of information that fills their brain simultaneously. For a number of rounds equal to their SPR rating or 4 rounds (whichever is longer), they are considered to have access to every job ability of every job; they merely attempt to use the ability and it becomes so.

    They do not gain other job's Epic or Innate abilities, and nor do they have access to any Shared abilities they don't already possess. Any ability with a duration longer than the duration of Eidetic Recall automatically ends when Eidetic Recall does.
    Cool and interesting, which is all you really need for epic. Balance can pretty much be thrown out the window

    [quote]Innate ability: Study Single, Varies
    By combining current observations with previously acquired knowledge the Scholar can ascertain just about everything about a target. The Scholar may either make a quick assessment that takes only a Standard action to complete, or may take a Slow action to conduct a more thorough as assessment.

    Standard:

    Spoiler
    Show

    If used on a creature the Scholar learns their current and max HP & MP total, their level & Job (if applicable), their ARM, M. ARM & EVA and what item they hold.

    If used on an object the Scholar learns it's Tier (if applicable) and it's effect/special qualities (as the Analyse spell).


    Slow:
    Spoiler
    Show

    If used on a creature the Scholar learns everything they would with a standard action, as well as all the targets special qualities & abilities (Job abilities if not a monster).

    If used on a weapon, some armour or a shield they learn everything they would with a standard action & may use it without penalty for a number of rounds equal to their INT Rating even if they aren't proficient.

    If used on another item they learn everything they would with a standard action & may roll 2d6+(Int Rating) against the Synth DC of the Item. If it succeeds they utilise esoteric knowledge of the item and may double it's potency. They must roll again each time they try this with a particular item.


    Nice, I like the using weapons after studying them

    Job Abilities:

    Eldritch Knowledge: Varies, Standard
    The Scholar has a keen interest in magic and has learned the trick to casting a spell or two.
    Their MP/level becomes +2 and they gain the spell progression shown above (though they don't gain spells retroactively). They may cast spell of the Black or White schools.
    Fine, but I still think their list is pretty low

    Abomination Fascination: Varies, Standard
    The Scholar has a particular fascination with the monsters that roam the world.
    Their MP/Level becomes +2 (if it isn't already) and they gain the spell progression shown above (though they don't gain spells retroactively).
    From now on if they have performed a Slow action Study of a creature and are subject to an effect that a Blue Mage could learn before the end of the encounter they may learn the spell the next time they could gain a spell (see above spell progression) if they can make an INT Rating check against a DC of 9+the monster's level. While they know a spell they gain a +1 to ACC against the type of enemy they learned the spell from.
    Scholar's may only ever learn a single Blue Magic at a time, if they wish to learn another they must permanently expend a spell slot of the former spell's level (so they have 1 spell slot less than the above table says each day from now on) and permanently forget that spell (meaning they can never re-learn it later).
    So... same as above, but with Blue Magic? Ok.

    Boon of Education: Instant, Self
    Knowledge for the sake of knowledge is all well and good, but being able to put that knowledge to use is better.
    After Studying a creature with a Slow action you treat either it's EVA, ACC, ARM or M. ARM as reduced by an amout equal to your SPR Rating until the end of the encounter when calculating the results of your own actions.
    The Scholar may only have this active on one target at a time, and must Study a new target after this ability's previous activation before making them the target of this ability.
    Ok, this is mostly gonna see use with ranged weapons and spells as this guy ain't standin' up in melee. What benefit does the enemy having low ACC give to your own rolls?

    Educate the Masses: Standard, Group
    Knowledge is Power, so you must take care not to give too much away. However no man is an island, and sharing your wisdom is often the smarter course.
    After studying a creature with a Slow action you may pass on your findings to your allies. You and your allies treat either it's EVA, ACC, ARM or M. ARM (each ally chooses individually) as reduced by an amout equal to your SPR Rating for 2 rounds, after which the opponent will recognise this and inherently adjust it's combat style to conflict with the Scholar's instructions.
    This does not stack with (and in fact cancels out) the reductions from Boon of Education, and may only be used 1/session on each target.
    This is strictly better than Boon of Education, saw the time limit. It's a bit similar to Boon of Education though (state the obvious), and therefore a bit boring

    Fountain of Knowledge: Self, Instant
    Scholars are walking, talking encyclopaedias, informed on just about every subject imaginable.
    Those with this ability may put ranks into the unique skill Lore (Everything). They may use this skill in place of a tradional Lore skill on just about any subject imaginable, both the ones mentioned in the Skills section and any others besides (eg. Lore (Recipes) or Lore (Nicknames of Royalty).
    Only true Scholars may put ranks in Lore (Everything). Freelancers who job change to Scholar may not take this ability.
    this is nice

    Counter Intelligence: Single, Instant
    Unlike most intellectuals, Scholar's may give their insights real force, potentially crippling an opponent.
    After Slow Studying a target the Scholar instructs his allies of how to overcome their opponent. In game terms the target loses one special quality (such as Fire Immunity, Flight or Unusual defence) of the Scholar's choice for 4 rounds and is stripped of all positive status effects.
    This ability may be used 1/Spr Rating per session.
    This is good, I like it.

    Words of Power: Single, Slow
    When spoken by a Scholar, words take on significant strength.
    By making a Perform check against a DC of 5 + the target's level, the Scholar can inflict (Int x Scholar Level) damage to a target. This may be used at Long range.
    By forgoing the damage of this ability, the Scholar may instead make their words slip into the target's subconscious, influencing them. Until the end of the session the target obeys the Scholar's commands to the best of it's ability. While it may fight for the Scholar, it will never do anything suicidal such as go up against a Notorious, boss or end boss monster. Bosses and end bosses are immune to this ability.
    They may use this ability 1/Int Rating per session, but may only succeed on possessing a target once/session.
    Cool, it could probably be seperated into two different abilities thoguh

    Esoterica Magnifica: Self, Passive
    Scholar's know every trick in the book, mostly because they own the book, have gone over it with a fine tooth comb and could recite it to you if you asked them to.
    Spells cast by the Scholar have their MP costs reduced by the highest rank of spells they can currently cast. In addition 1/session, they can gain an additional use of any ability that is normally limited.
    Ok... seems fine

    Also, are you not gonna add a link to the Keymaster in the OP?
    Last edited by IcarusWings; 2010-11-15 at 01:10 PM.
    You gotta' let me know, are we human,
    Or are we dancers?
    My signs are vital, my hands are cold,
    And I'm on my knees, begging for the answer,
    Are we human, or are we dancers?

    - Human, The Killers


  28. - Top - End - #28
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    Default Re: Final Fantasy d6 Homebrew

    Finished the parivir. Feel free to comment/criticize.

    Quote Originally Posted by Kobold-Bard View Post
    Scholar
    Scholar's are academics that travel the world seeking out new knowledge and forgotten lore. While far from the toughest or most dangerous of opponents, Scholars should not be underestimated. After all, the saying "Knowledge is Power" becomes very literal where they are concerned.

    Scholar's often carry large, intricately designed Tomes with them, that serve the dual purpose of giving them a record of their journey, but also many can be used as a weapon, firing razor sharp leaves of paper or unleashing words right off the page.
    Looks good, except Scholars doesn't need an apostrophe. Might want to say that Tomes can be arcane weapons, but it's not needed.

    Quote Originally Posted by Kobold-Bard View Post
    HP/Level: +3
    MP/Level: N/A
    Weapons: Arcane, Ranged
    Armour: Light, Medium
    Skill Points: 18
    ACC: 1 + DEX or STR
    EVA: 6+ DEX or INT

    {table]Spell Rank|Level
    1|1, 4, 8
    2|12, 16
    3|20, 24[/table]
    I would just give them +2MP/level whether they have access to spells or not. Like the entertainer only uses MP for mimic, but gets MP/level regardless of whether they have the ability or not. I'm not sure how I feel about them getting two choices for both EVA and ACC.

    Quote Originally Posted by Kobold-Bard View Post
    Epic Ability: Eidetic Recall Varies, Varies
    By using this ability the Scholar is able to call to mind every scrap of information that fills their brain simultaneously. For a number of rounds equal to their SPR rating or 4 rounds (whichever is longer), they are considered to have access to every job ability of every job; they merely attempt to use the ability and it becomes so.

    They do not gain other job's Epic or Innate abilities, and nor do they have access to any Shared abilities they don't already possess. Any ability with a duration longer than the duration of Eidetic Recall automatically ends when Eidetic Recall does.
    Make sure to specify they don't get any passive abilities! That would be impossible to keep track of! Otherwise looks good... maaaaybe it should be SPR rating or 3 rounds so the scholar can start seeing results at 12 SPR rather than at 15.

    Quote Originally Posted by Kobold-Bard View Post
    Innate ability: Study Single, Varies
    By combining current observations with previously acquired knowledge the Scholar can ascertain just about everything about a target. The Scholar may either make a quick assessment that takes only a Standard action to complete, or may take a Slow action to conduct a more thorough as assessment.

    Standard:
    Spoiler
    Show
    If used on a creature the Scholar learns their current and max HP & MP total, their level & Job (if applicable), their ARM, M. ARM & EVA and what item they hold.

    If used on an object the Scholar learns it's Tier (if applicable) and it's effect/special qualities (as the Analyse spell).


    Slow:
    Spoiler
    Show
    If used on a creature the Scholar learns everything they would with a standard action, as well as all the targets special qualities & abilities (Job abilities if not a monster).

    If used on a weapon, some armour or a shield they learn everything they would with a standard action & may use it without penalty for a number of rounds equal to their INT Rating even if they aren't proficient.

    If used on another item they learn everything they would with a standard action & may roll 2d6+(Int Rating) against the Synth DC of the Item. If it succeeds they utilise esoteric knowledge of the item and may double it's potency. They must roll again each time they try this with a particular item.
    What do you mean by double its potency? Also, just nitpicking, but it should be "its" not "it's." Looks balanced enough.

    Quote Originally Posted by Kobold-Bard View Post
    Job Abilities:
    Eldritch Knowledge: Varies, Standard
    The Scholar has a keen interest in magic and has learned the trick to casting a spell or two.
    Their MP/level becomes +2 and they gain the spell progression shown above (though they don't gain spells retroactively). They may cast spell of the Black or White schools.
    Looks fine. Maybe get rid of the MP/level like I suggested earlier.

    Quote Originally Posted by Kobold-Bard View Post
    Abomination Fascination: Varies, Standard
    The Scholar has a particular fascination with the monsters that roam the world.
    Their MP/Level becomes +2 (if it isn't already) and they gain the spell progression shown above (though they don't gain spells retroactively).
    From now on if they have performed a Slow action Study of a creature and are subject to an effect that a Blue Mage could learn before the end of the encounter they may learn the spell the next time they could gain a spell (see above spell progression) if they can make an INT Rating check against a DC of 9+the monster's level. While they know a spell they gain a +1 to ACC against the type of enemy they learned the spell from.
    Scholar's may only ever learn a single Blue Magic at a time, if they wish to learn another they must permanently expend a spell slot of the former spell's level (so they have 1 spell slot less than the above table says each day from now on) and permanently forget that spell (meaning they can never re-learn it later).
    Ditto

    Quote Originally Posted by Kobold-Bard View Post
    Boon of Education: Instant, Self
    Knowledge for the sake of knowledge is all well and good, but being able to put that knowledge to use is better.
    After Studying a creature with a Slow action you treat either it's EVA, ACC, ARM or M. ARM as reduced by an amout equal to your SPR Rating until the end of the encounter when calculating the results of your own actions.
    The Scholar may only have this active on one target at a time, and must Study a new target after this ability's previous activation before making them the target of this ability.
    Again, its, not it's. Lowering ACC and EVA seem like greater effects than ARM or MARM. Maybe if you're lowering armor, it should be double the spirit rating, or maybe even the spirit score.

    Quote Originally Posted by Kobold-Bard View Post
    Educate the Masses: Standard, Group
    Knowledge is Power, so you must take care not to give too much away. However no man is an island, and sharing your wisdom is often the smarter course.
    After studying a creature with a Slow action you may pass on your findings to your allies. You and your allies treat either it's EVA, ACC, ARM or M. ARM (each ally chooses individually) as reduced by an amout equal to your SPR Rating for 2 rounds, after which the opponent will recognise this and inherently adjust it's combat style to conflict with the Scholar's instructions.
    This does not stack with (and in fact cancels out) the reductions from Boon of Education, and may only be used 1/session on each target.
    Ditto

    Quote Originally Posted by Kobold-Bard View Post
    Fountain of Knowledge: Self, Instant
    Scholars are walking, talking encyclopaedias, informed on just about every subject imaginable.
    Those with this ability may put ranks into the unique skill Lore (Everything). They may use this skill in place of a tradional Lore skill on just about any subject imaginable, both the ones mentioned in the Skills section and any others besides (eg. Lore (Recipes) or Lore (Nicknames of Royalty).
    Only true Scholars may put ranks in Lore (Everything). Freelancers who job change to Scholar may not take this ability.
    The freelancer restriction seems a bit unnecesary, but this ability looks fine.

    Quote Originally Posted by Kobold-Bard View Post
    Natural Aptitude
    As the Red Mage Ability
    Seems appropriate.

    Quote Originally Posted by Kobold-Bard View Post
    Counter Intelligence: Single, Instant
    Unlike most intellectuals, Scholar's may give their insights real force, potentially crippling an opponent.
    After Slow Studying a target the Scholar instructs his allies of how to overcome their opponent. In game terms the target loses one special quality (such as Fire Immunity, Flight or Unusual defence) of the Scholar's choice for 4 rounds and is stripped of all positive status effects.
    This ability may be used 1/Spr Rating per session.
    Looks good, although it probably shouldn't affect status effects that are always on the enemy (something like auto-protect). Or maybe gets rid of those, but only for 4 rounds as well.

    Quote Originally Posted by Kobold-Bard View Post
    Words of Power: Single, Slow
    When spoken by a Scholar, words take on significant strength.
    By making a Perform check against a DC of 5 + the target's level, the Scholar can inflict (Int x Scholar Level) damage to a target. This may be used at Long range.
    By forgoing the damage of this ability, the Scholar may instead make their words slip into the target's subconscious, influencing them. Until the end of the session the target obeys the Scholar's commands to the best of it's ability. While it may fight for the Scholar, it will never do anything suicidal such as go up against a Notorious, boss or end boss monster. Bosses and end bosses are immune to this ability.
    They may use this ability 1/Int Rating per session, but may only succeed on possessing a target once/session.
    [
    Bwah! Truenaming, run! This has the potential to do a lot of damage, but the perform skill looks really hard to make against a high level enemy. I'm not quite sure if it's balanced... should be careful about this. The non-combat effect looks cool.

    Quote Originally Posted by Kobold-Bard View Post
    Esoterica Magnifica: Self, Passive
    Scholar's know every trick in the book, mostly because they own the book, have gone over it with a fine tooth comb and could recite it to you if you asked them to.
    Spells cast by the Scholar have their MP costs reduced by the highest rank of spells they can currently cast. In addition 1/session, they can gain an additional use of any ability that is normally limited.
    I love your ability descriptions; I need to work on that. Ability looks good, except scholars doesn't have an apostrophe (I bet I'm getting annoying by now
    Last edited by Mecharious; 2010-11-15 at 03:20 PM.

  29. - Top - End - #29
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    Default Re: Final Fantasy d6 Homebrew

    Quote Originally Posted by IcarusWings View Post
    ...

    Aaaaaaaand The Scholar

    Fine so far
    Cool.

    That's a pretty low list of spells, but that might just be me
    Well in the games they only get a mediocre spell selection. Same as I said about the Keymaster I'm not trying to outshine the Red Mage.

    Cool and interesting, which is all you really need for epic. Balance can pretty much be thrown out the window
    Meh, I'm not trying to uber the class with this.

    Nice, I like the using weapons after studying them
    Thanks.

    Fine, but I still think their list is pretty low
    See above.

    So... same as above, but with Blue Magic? Ok.
    Well sort of, except they can only learn one spell. Figured they should be able to get a little bit of knowledge from even such an obscure skill.

    Ok, this is mostly gonna see use with ranged weapons and spells as this guy ain't standin' up in melee. What benefit does the enemy having low ACC give to your own rolls?
    Editted, the "your rolls" bit was to make explicit that it doesn't actually lower their EVA etc. you just consider it lower.

    This is strictly better than Boon of Education, saw the time limit. It's a bit similar to Boon of Education though (state the obvious), and therefore a bit boring
    I can live with boring for it, since it seems like an appropriate ability.

    this is nice
    Thanks.

    This is good, I like it.
    Thanks, it's based on the FF3 Scholar's ability.

    Cool, it could probably be seperated into two different abilities thoguh
    Considered it but it seemed like an unnecessary ability tax to me.

    Ok... seems fine
    Cool.

    Also, are you not gonna add a link to the Keymaster in the OP?
    Sorry, thought I had Maybe the lack of Epic Ability is why

    Quote Originally Posted by Mecharious View Post
    ...

    Looks good, except Scholars doesn't need an apostrophe. Might want to say that Tomes can be arcane weapons, but it's not needed.
    Noted.

    I would just give them +2MP/level whether they have access to spells or not. Like the entertainer only uses MP for mimic, but gets MP/level regardless of whether they have the ability or not. I'm not sure how I feel about them getting two choices for both EVA and ACC.
    Suppose. Consider it changed.

    Make sure to specify they don't get any passive abilities! That would be impossible to keep track of! Otherwise looks good... maaaaybe it should be SPR rating or 3 rounds so the scholar can start seeing results at 12 SPR rather than at 15.
    Said they can use 1 Passive ability at a time.

    What do you mean by double its potency? Also, just nitpicking, but it should be "its" not "it's." Looks balanced enough.
    I am on the payroll of the apostrophe mafia, sorry

    Well a potion would heal double the HP, a Kupo Nut would give double the bonus, an Oxygen Orb would last twice as long etc.

    Looks fine. Maybe get rid of the MP/level like I suggested earlier.

    Ditto
    Done.

    Again, its, not it's. Lowering ACC and EVA seem like greater effects than ARM or MARM. Maybe if you're lowering armor, it should be double the spirit rating, or maybe even the spirit score.

    Ditto
    Done.

    The
    freelancer restriction seems a bit unnecesary, but this ability looks fine.
    TBH I just plain dislike Freelancers. Removed it.

    Seems appropriate.
    I thought so.

    Looks good, although it probably shouldn't affect status effects that are always on the enemy (something like auto-protect). Or maybe gets rid of those, but only for 4 rounds as well.
    Added.

    Bwah! Truenaming, run! This has the potential to do a lot of damage, but the perform skill looks really hard to make against a high level enemy. I'm not quite sure if it's balanced... should be careful about this. The non-combat effect looks cool.
    Made it Int x 1/2 Scholar Level. Thanks about the other one.

    I love your ability descriptions; I need to work on that. Ability looks good, except scholars doesn't have an apostrophe (I bet I'm getting annoying by now
    Cheers
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

  30. - Top - End - #30
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    Default Re: Final Fantasy d6 Homebrew

    Also added a Legendary Accessory: Grimoire of the Rift.
    Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
    Quote Originally Posted by OverlordJ View Post
    New law: Obey me or you'll be crushed by a MOUNTAIN.

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