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Thread: Final Fantasy d6 Homebrew
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2010-11-14, 05:31 AM (ISO 8601)
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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.
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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
by CreedSpoilerRequires 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.
Deflecting & Stable of Soul by Creed
Flexible by wiimanclassic
Items:
Mobile Synthesis Tools
by Kobold-BardSpoiler<Either>
As Synthesis Tools, but cost 400gil
<or>
As Synthesis Tools, cost 300gil and suffer -1 penalty to Synth Rolls using them.
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-BardLast edited by Kobold-Bard; 2011-12-06 at 07:11 AM.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-14, 06:00 AM (ISO 8601)
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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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2010-11-14, 06:22 AM (ISO 8601)
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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
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.
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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
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2010-11-14, 07:52 AM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Weapon properties
Deflecting
SpoilerRequires 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
SpoilerRequires 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.
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2010-11-14, 01:34 PM (ISO 8601)
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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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2010-11-14, 01:39 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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
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2010-11-14, 01:57 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Seems about right. I have some limit break components...
Staggering (3 points)
SpoilerYour next attack does 200% damage against the target. This cannot be a spell, and esper attack, or another limit break.
Shattering (4 points)
SpoilerThis 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)
SpoilerUsing 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)
SpoilerThe limit break may be used at a long range.
Disabling (2 points)
SpoilerThis 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)
SpoilerThe 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)
SpoilerThe target loses 2 EVA until the end of the combat.
Any look too powerful, not powerful enough?
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2010-11-14, 02:04 PM (ISO 8601)
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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
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2010-11-14, 02:11 PM (ISO 8601)
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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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2010-11-14, 02:15 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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
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Re: Final Fantasy d6 Homebrew
Keymaster
Spoiler
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 FormSpoilerFor 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
SpoilerThe 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
SpoilerUpon 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
SpoilerThe 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
SpoilerThe 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
SpoilerA 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
SpoilerA 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
SpoilerAs 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
SpoilerWhenever 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
SpoilerThe 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
SpoilerAs 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
SpoilerAs 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
SpoilerA 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.
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2010-11-14, 03:17 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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
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2010-11-14, 03:28 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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
SpoilerThe 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.
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
SpoilerAs 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.
Key Magic – Standard, Varies
SpoilerThe 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.
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
SpoilerThe 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
SpoilerA 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.
Drive Form – Standard, Self
SpoilerA 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.
Mobile Action needs a "1/turn" limit because you can make as many Instant actions as you wish.
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Just my thoughts, take as you will.
Though I must say, thank you so much for doing the Keymaster. The concept kicks buttLast edited by Kobold-Bard; 2010-11-14 at 03:35 PM.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-14, 03:41 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Fair enough, consider it changed
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?
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.
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?
If it's getting Indestructable for free, why do they get another bonus ability on top of what anyone else would get?
Give this a limit. Spr Rating/session maybe?
The Freelancer doesn't get retroactive spells, why should the Keymaster?
Looks cool.
These look ok, but again should probably have a limit, again maybe Spr Rating/session.
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.
Cheers for the critique
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2010-11-14, 03:51 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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.
*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.
You can choose, it says right there in the text.
The indestructible and free ability are their so that the Keyblade is better than a normal weapon of it's tier.
I wouldn't have thought it would need a limit. It's just a weapon change, it's not all that OP.
Fair enough, do you think I should keep the MP retroactive though?
Personally I'd limit them to Level 3 spells so the Red Mage still has something going for them.
Consider it done
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
Whoops, forgot that.Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-14, 04:39 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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.
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.
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.
Seems like an appropriate Epic Ability, tapping into the true power of the Keyblade.
Also, any thoughts on dodge roll, the new ability?
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2010-11-14, 04:43 PM (ISO 8601)
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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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2010-11-14, 04:49 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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
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?
Oh yeah...
Fair enough.
True, I'm just not quite sure I want it to be such a rare occurence as being an Epic Ability would make it.
What are you planning for an Epic Ability instead?
Also, any thoughts on dodge roll, the new ability?Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-14, 05:02 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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?
Ideas are welcomed, as well as ideas for more Job Abilities.
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2010-11-14, 05:43 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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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2010-11-14, 05:55 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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.Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-14, 06:17 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Parivir (Samurai variant)
StatisticsSpoilerAs samurai, with the following exceptions:
Armor: Light instead of Heay.
EVA: 8 + Dex or Spr
Epic Ability: Spirit VesselSpoiler(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 AbilitiesSpoilerThe 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 AbilitiesSpoilerHoarfrost BladeSpoiler(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 SlashSpoiler(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 BladeSpoiler(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 BladeSpoiler(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 BladeSpoiler(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 StyleSpoiler(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 TearSpoiler+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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2010-11-15, 02:07 AM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Note:
SpoilerSimply 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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2010-11-15, 03:26 AM (ISO 8601)
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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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2010-11-15, 08:51 AM (ISO 8601)
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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:
SpoilerIf 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:
SpoilerIf 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:
SpoilerEldritch 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.
Piratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-15, 12:54 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
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.
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.
Onto some critiques...
Pavirir
Statistics
As samurai, with the following exceptions:
Armor: Light instead of Heay.
EVA: 8 + Dex or Spr
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.
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.
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
Spell Rank Level
1 1, 4, 8
2 12, 16
3 20, 24
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.
[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
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
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.
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).
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.
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.
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.
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.
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.
Also, are you not gonna add a link to the Keymaster in the OP?
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2010-11-15, 03:19 PM (ISO 8601)
- Join Date
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Re: Final Fantasy d6 Homebrew
Finished the parivir. Feel free to comment/criticize.
Looks good, except Scholars doesn't need an apostrophe. Might want to say that Tomes can be arcane weapons, but it's not needed.
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.
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.
What do you mean by double its potency? Also, just nitpicking, but it should be "its" not "it's." Looks balanced enough.
Looks fine. Maybe get rid of the MP/level like I suggested earlier.
Ditto
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
The freelancer restriction seems a bit unnecesary, but this ability looks fine.
Seems appropriate.
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.
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.
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 nowLast edited by Mecharious; 2010-11-15 at 03:20 PM.
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2010-11-15, 03:57 PM (ISO 8601)
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Re: Final Fantasy d6 Homebrew
Cool.
That's a pretty low list of spells, but that might just be me
Cool and interesting, which is all you really need for epic. Balance can pretty much be thrown out the window
Nice, I like the using weapons after studying them
Fine, but I still think their list is pretty low
So... same as above, but with Blue Magic? Ok.
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?
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
this is nice
This is good, I like it.
Cool, it could probably be seperated into two different abilities thoguh
Ok... seems fine
Also, are you not gonna add a link to the Keymaster in the OP?
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.
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.
What do you mean by double its potency? Also, just nitpicking, but it should be "its" not "it's." Looks balanced enough.
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
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
Thefreelancer restriction seems a bit unnecesary, but this ability looks fine.
Seems appropriate.
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.
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.
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 nowPiratebold-Bard by Elder Tsofu | Backer #121 of the Giantitp Kickstarter | My homebrew
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2010-11-15, 04:11 PM (ISO 8601)
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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