Jump to content

Final Fantasy HERO


Lisa Nadazdy

Recommended Posts

Well good ideas are an obvious consequence of my escalation to 'Skilled Normal' :).

 

As an aside, Susano (our very own Mike Surbrook) has several FF character write ups on his web site. They aren't written up the way I would (I'd make FF chars much more 'superheroic'), but they're internally consistant with some good ideas for how to do materia etc. Check his sig for the URL (I can't remember it off hand).

 

Michael

Link to comment
Share on other sites

  • Replies 93
  • Created
  • Last Reply

Top Posters In This Topic

Guest C_Zeree
Originally posted by Mavnn

As an aside, Susano (our very own Mike Surbrook) has several FF character write ups on his web site. They aren't written up the way I would (I'd make FF chars much more 'superheroic'), but they're internally consistant with some good ideas for how to do materia etc.

I agree on the heroic aspect. Looking at Red XIII, he should kick but far more, one of my favorite characters out of all the games. I would give him the stats of at least a panther plus the rest necissary for a FF character.

 

Materia wise...I think our gem magic thread is shaping up nicely, and Zoth and I appear to have idea on par with the idea.

Link to comment
Share on other sites

Guest C_Zeree
Originally posted by Lisa Nadazdy

'White' and 'Black' Summoning? Sounds like an interesting idea....

I charge $0.02 for all my interesting ideas. ;)

 

The idea was the Black Summoner would have assult or status affect summons. Like Ifrit, Shiva, BAHAMUT!.

 

And the White summoner would have healing and support summons, they would even have the holy summons. Like Carbunkle, Saraphim, and even Alexander.

 

Then there are the cases of the mixed summons, known to have multiple abilities, Phoenix comes to mind. Dunno about them...

 

Since you want to go the orriginal route just make up all your own Aeons/Espers so they fall within the bounds you want to set.

Link to comment
Share on other sites

materia

 

someone needs to do FF 7 system for materia as the magic focus with gems...I read the other post but neither seems to fit that kind of game as far as gem magic, but both are pretty cool. I would try but its been a long time since I played the game and I am contstantly busy doing something else with no time to create this kind of magic system...unless it has already been done and I don't know the website it can be found at. If anybody knows if it could you post it?

Link to comment
Share on other sites

Ok as I remember it materia had spells that a mage could learn by being exposed to it over time. The elemental type of spells a materia could teach was based on color, the type of spells where random. Materia also powered items and weapons the characters had, this is how they where exposed to the materia and after so many battle you gained a % of the spells the materia had. When the spell was at 100% you learned it and could then cast it.

 

I would say this is part campaign guidelines on how learning magic works in a materia magic system and an inexhaustible fuel source. Exp. under a materia engine one of it limits might be Must eq materia (OAF)

 

The draw back to materia powered devices was it was killing the planet yes?

Link to comment
Share on other sites

Guest C_Zeree
Originally posted by Zoth

Ok as I remember it materia had spells that a mage could learn by being exposed to it over time...

 

I would say this is part campaign guidelines on how learning magic works in a materia magic system and an inexhaustible fuel source. Exp. under a materia engine one of it limits might be Must eq materia (OAF)

 

I would agree fully with Zoth. It looks like mechanic of how magic is learned. The player states they are trying to learn the magic held in the materia. They apply all xp they get to learn the effect sans OAF & Independant restrictions, and throw it in a Learned Magic MP, EC, or just bare power. To get the full feeling, the GM should have a restriction that the player that they could not use the spell until they had fully paid off its cost.

Link to comment
Share on other sites

The Chocobo

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

23 Str 13

18 Dex 24

20 Con 20

14 Body 8

4 Int -6

5 Ego -10

12 Pre 2

10 Com 0

5 PD 0

4 ED 0

3 SPD 2

10 Rec 2

50 End 5

40 Stun 4

 

Total- 64

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

Powers & Abilities

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

2 Size: Knockback Resistance -1"

16 Swift Feet: Running +8" (14" total)

6 Keen Senses: Enhanced Senses, +2 to all Per rolls

4 Choco Beak: HKA 1 pip, reduced penetration (-1/4) (1 end cost)

6 Choco Kick: HA +2d6 (1 end cost)

 

Optional:

51 Choco Cure: Healing (simplified) 4d6, Area of Effect 2" (+1 1/4), Concentration -1/2 DCV (-1/4), No Range (-1/2) (9 end cost)

 

Total 35 (85 with Choco Cure)

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

Disadvantages (50+)

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

10 Physical Disad- large and heavy (weighs 150 kg, -2 DCV, +2 to Per rolls against)

10 Physical Limitation: Limited Manipulation

 

28 (79) Animal Bonus

 

Total cost

98 (149)

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

 

The Chocobo (or Choco as they are sometimes called), is huge flightless bird, usually a starteling bright yellow in colour. Having been domesticated many centuries before, it is found in most places in the world where it is used for domestic purposes such as that of a riding animal or beast of burden. they are extremely strong and can carry one or two people and travel long distances before tiring. Although skitish and timid in the wild, Chocobos can be trained to be a feirce war mount, and can be very deadly, particularly in a charge.

 

Occasionally a rare Chocobo is born with the ability to heal wounds. These rare Chocobos are cherished, as breeders have been unable to generate a true bloodline of healers. It is also rumoured that there are other types of Chocobos hidden in remote places in the world, that have strange mystical abilities, such as the ability to traverse unusual and difficult terrain with ease, or have other magical talents. it is said that these Chocobos can be told apart from normal ones by a different coloured plummage. If this is true, they would extremely valuable to breeders.

Link to comment
Share on other sites

Guest C_Zeree

Lisa,

 

What magic style were you thinking of using? I know you said you wanted your game to be thematically like VI and IX, but will you be using their differing magic systems, or try to include many of the varied systems? The way it sounds, from your earlier posts, you want to keep it profession based, like tactics and V, White/Red/Black Magi. That means none of this gem focus magic dancing around?

Link to comment
Share on other sites

Example Character

 

Just thought you people might want to see the kind of level I would consider a FF character to be. In case you don't guess, I like my games fairly 'epic' in scale :D.

 

The character has been built as a low-powered superhero because IMHO:

 

a) NCM should not apply in FF games - these guys appear to pull off a lot of superhuman stunts without breaking a sweat.

 

B) Almost all weapons and equipment in FF games appear to be unique, and all the characters tend to have a weapon type and stick with it (apart from in FF4). Therefore it made sense to me to have characters spend points on weapons and armour. It also made building the special skills easier and more balanced - it seemed unfair to be able to pick up a bow for free, but have to spend points on creating blade beams with a sword.

 

I have deliberately built this character as a non-spellcaster, to avoid getting into the various different ways of magic working in FF, but might give a couple of magic using examples a try if people really like the idea.

 

His background should ring a bell with most FF players: an amnesiac ex-special forces member who has hooked up with a rebellion lead by a guy called Cid, to right the world of injustice (and accidently seduce an awful lot of women whenever the GM feels like some fun). :D

 

Cyrus Typhoon

 

Player:

 

Val Char Cost
15 STR 5
23 DEX 39
23 CON 26
13 BODY 6
10 INT 0
11 EGO 2
15 PRE 5
14 COM 2
15 PD 6
15 ED 4
5 SPD 17
8 REC 0
46 END 0
33 STUN 0
6" RUN02" SWIM09" LEAP0Characteristics Cost: 112

 

Cost Power END
18 My Sword Dances To My Will: Multipower, 37-point reserve, all slots: (37 Active Points); OAF (-1)
2u 1) Sword Blade: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD), Reduced Endurance (0 END; +1/2) (37 Active Points)
1u 2) Blade Beam: Killing Attack - Ranged 2d6 +1 (vs. ED) (35 Active Points); Increased Endurance Cost (2x END; -1/2) 6
1u 3) Faster Than The Eye Can See: Missile Deflection (Any Ranged Attack), Ranged (Adjacent Hex; +1/2) (30 Active Points); Will Not Work Against Heavy Missiles (-1/4)
2u 4) Chi Strike: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. ED), Armor Piercing x1 (+1/2) (37 Active Points) 4
11 Anime Leap!: Leaping +6" (9" forward, 4 1/2" upward) (Accurate) (added to Primary Value) 1
9 Desperation Moves: Multipower, 60-point reserve, all slots: (60 Active Points); 2 Charges (-1 1/2), Increased Endurance Cost (4x END; -1 1/2), OAF (-1), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (Move Name) (-1/4), Concentration (1/2 DCV; -1/4) 24
1u 1) Slash All!: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Personal Immunity (+1/4), Area Of Effect (2" radius; +3/4) (60 Active Points) 24
1u 2) Crimson Wave!: Killing Attack - Ranged 2d6 (vs. ED), Area Of Effect (12" Line; +1) (60 Active Points); No Range (-1/2) 24
1u 3) Destruction Strike!: Killing Attack - Hand-To-Hand 4d6 (plus STR) (vs. PD) (60 Active Points) 24
Powers Cost: 47

 

Cost Martial Arts Maneuver
Swordsmanship
4 1) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 2) Lightning Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
5 3) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove
5 4) Probing Attack: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
5 5) Massive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
4 6) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
Martial Arts Cost: 27

 

Cost Skill
3 Acrobatics 14-
3 Climbing 14-
3 Fast Draw 14-
2 KS: Sword Fighting Styles 11-
3 Paramedics 11-
2 PS: Soldier 11-
5 Rapid Attack (HTH)
5 Seduction (15 Active Points); No Conscious Control (-2) 18-
3 Shadowing 11-
3 Stealth 14-
6 Survival (Desert, Mountain, Temperate/Subtropical) 11-
3 Tactics 11-
3 Teamwork 14-
2 WF: Common Melee Weapons
6 +2 with Swordsmanship
Skills Cost: 52

 

 

Cost Talent
12 Combat Luck: 6 PD/6 ED
Talents Cost: 12

 

 

Total Character Cost: 250

 

Val Disadvantages
15 Physical Limitation: Amnesia of Life Prior to Joining the Military, Frequently, Greatly Impairing
10 Psychological Limitation: Tired of the Killing, Common, Moderate
15 Psychological Limitation: Protect Those Weaker Than Yourself, Common, Strong
10 Psychological Limitation: Rivalry with Other Swords Wielders, Common, Moderate
10 Distinctive Features: The Hair!, Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Hunted: The Military (Biggs and Wedge, normally), As Powerful, 11- (Frequently), Harshly Punish
5 Dependent NPC: Cid, Slightly Less Powerful than the PC, 11- (Occasionally), Useful noncombat position or skills
5 Reputation: Dangerous Rebel Special Forces Member, Sometimes (8-), Extreme, Known Only To A Small Group (Military types)
15 Hunted: Person who Caused the Amnesia, More Powerful, 8- (Occasionally), Mildly Punish, Extensive Non-Combat Influence

Disadvantage Points: 100

 

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Feel free to tear into this - he's more designed to provoke ideas then as an actual character, although he might be quite fun to play in the right game. I'm afraid I've completely ignored the profession side of things, but I have tried to avoid effects that I think should be the realm of spell casters - he has no elemental damage effects (Black Mages), mystic healing (White Mages) or transforms (either).

 

Michael

Link to comment
Share on other sites

Hm, well, I did consider making my game a low level superheroic game (and there's nothing really wrong with that), but i want to maintain a level of flexibilty that SH games don't quite have. My game has a high powered heroic feel (125/125), with equipment having no point cost in general, and points more obviuosly spent on magical powers and talents.

Link to comment
Share on other sites

Mavnn....Cyrus is COOL. :cool:

 

That is a cool character and it does have a FF feel to it. Can you do a Magic user as if he lived in the FF7 world?

 

Also, when you made this character, did you have any creation limits on points for powers and how did effect your decisions? I ask because I am still getting used to this system and you seem to have a good grasp on how to apply the advantages and limitations to powers to make them feel really like a FF character...or at least that is how I see it.

Link to comment
Share on other sites

Re: Dedicated

 

Originally posted by C_Zeree

ShadowRaptor you are dedicated about getting someone to do a materia write-up for you. :P

 

He is, isn't he? ;). Fortunately, flattery will get you anywhere :).

 

I'm not a huge fan of the FF7 magic, mostly because it externalises the magic abilities so much - anyone can pick up a materia and just start casting. I'd suggest looking at the Gem Magic thread for some other ideas, or in fact almost any of the other FF games (apart from 8...). Having said that, I can see at least 3 ways of doing FF7 materia in HERO:

 

a) Give characters a Mana END Reserve with slow recovery. Declare that all Materia are fully independent powers that cost Mana.

 

Advantages: Captures the feel of FF7 very well - materia can be swapped, bought, sold, given to allies and the only limit on casting them is how much mana you have.

 

Disadvantages: Makes magic very cheap, especially if you think (like me) that FF characters should be buying mundane equipment with points. Can be slightly off-set by giving all the materia huge Increased Endurance limitations.

 

B) Buy a Variable Power Pool. Buy off the requires skill roll, and add the OIF, 'Only carried materia' and Incantations limits. Probably still buy a Mana END Reserve.

 

Advantages: Can pick up and use any materia with less AP than the pool, places a fixed limit on how many materia you can use at a time.

 

Disadvantages: Makes it expensive to be a spell caster. The main thing you pay for in a VPP is flexibility, and unless you give out a lot of materia, the character won't have that and may feel cheated. Also, you can't pick up and use materia with higher AP powers than your pool allows. Probably works much better in an established game than for starting characters.

 

c) Buy a Multipower like the VPP above. Buy each materia as a fixed slot.

 

Advantages: Price more in line with other abilities, new materia can be added for a small number of xp.

 

Disadvantages: It costs xp to pick up and use a new materia, and you can't just toss it over to a friend (unless they've paid the xp already). Adding high AP materia may require you to increase the multipower reserve, which will be expensive.

 

Any of these options assume that materia have fixed, pre-generated abilities. I would then stick a 'Aid Materia' ability onto specialist mages for that they can be more effective with a materia than Joe Bloggs.

 

Hope one of these inspires you,

 

Michael

Link to comment
Share on other sites

Originally posted by ShadowRaptor

Also, when you made this character, did you have any creation limits on points for powers and how did effect your decisions?

 

Hmm... question number two. To be fair, what I actually did was base these numbers off a character who looked right, rather than build the character from the numbers, but here goes:

 

Stats: FF characters give me the impression of being very tough, so I went for No Normal Characteristic Maxima. It makes it much easier to create someone who can chew up the mooks like Mr. Typhoon above. However, most of them arn't the 'throw cars around' type - I'd go with calling 25-26 about as good as it gets for a human, and build from that assumption. There is, of course, no reason all the PCs should be human :).

 

Defenses: I kept these fairly low, partly because it seems that bonuses would be relatively easy to come by from magic, and partly because at high level Damage Reduction would seem the way to go for FF characters. I'd call Cyrus about average on that with 15 odd - he mostly relies on Dodging and Parrying against serious opponents. Combat luck seemed more appropriate than armour, and I'd be wary about letting characters buy both (especially if you're not charging points for mundane armour).

 

Speed: I'd probably keep that in the 4-6 range, with maybe really big bruisers going down to 3.

 

Powers: I arbitarily decided that 40 AP sounded a good limit for readily available powers. This might have to be adjusted for each character - remember, Cyrus gets to add his STR to a lot of his slots. Also remember most (or at least a lot of) characters should be buying skill levels and Martial Arts which will crank up the damage further.

 

I decided on 60 AP for the desperation moves, as I know from experience in superheroic games that for 60 AP you can build an ability that while either do noticable damage to a lot of 'normals' or smite a single normal person completely. Given the FF feel, I thought that seemed the minimum level of ability a 'limit break' should have. I then piled on the limitations (particularly note the 2 charges on the multipower pool) to make sure these were desperation moves, and not pulled out at the beginning of every fight. Notice this will be very cheap to increase once the games started, and probably should be.

 

Skills: Rack 'em up. Cyrus doesn't have enough, in my opinion :). Despite the lack of NCM and the fact characters are buying equipment with points, this is still primarily a heroic game. Characters should be smart as well as tough. Well, maybe not smart in all cases - but useful in other situations than combat... If you think about most FF characters, they do have random knowledge skills lying around - you just don't control their use, and only see them as part of the plot.

 

Hope that helps,

 

Michael

Link to comment
Share on other sites

Re: Re: Dedicated

 

Originally posted by Mavnn

c) Buy a Multipower like the VPP above. Buy each materia as a fixed slot.

 

Advantages: Price more in line with other abilities, new materia can be added for a small number of xp.

 

Disadvantages: It costs xp to pick up and use a new materia, and you can't just toss it over to a friend (unless they've paid the xp already). Adding high AP materia may require you to increase the multipower reserve, which will be expensive.

 

How about a multipower with independent slots? It still ahs the disadvantage of high ap limits, but so does the vpp, and then you solve the disadvantage of costing xp to use new materia.

 

Then again, it might make sense to have to train with a materia before being able to use it correctly. The materia could include a lower powered non MP slot version of its power to represent the untrained level as well as an independent slot.

Link to comment
Share on other sites

I have a the 'Archer' template written up for the most part, it includes the basic template, and a page of optional powers which are open to those who take the template as part of their character.

 

I think that's how I'll work it; c\players buy the basic template for their character, and they gain access to more advance powers connected to the template. Let me know what you think.

Link to comment
Share on other sites

Originally posted by Lisa Nadazdy

I have a the 'Archer' template written up for the most part, it includes the basic template, and a page of optional powers which are open to those who take the template as part of their character.

 

I think that's how I'll work it; c\players buy the basic template for their character, and they gain access to more advance powers connected to the template. Let me know what you think.

 

can you post it, it sounds cool.

Link to comment
Share on other sites

Basic Archer Template

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

Cost Ability

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

2 WF: Common Missile Weapons

2 WF: Common Melee Weapons

3 +1 w/ Missile Weapons

4 +2 w/ Chosen Missile Weapon

5 Rapid Attack- Ranged Combat

3 Fast Draw- Common Missile Weapons

6 Two 3 point skills of players choice

 

Pnts. Disadvantages

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

-5 Reputation: Skilled Archer

 

Total

-------

20

 

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

Archer Abilities

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

Cost Ability

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

10 Arrow Guard - Missile Deflection (deflects thrown objects and arrows)

 

30 Speed Save- Absorbtion 6d6 vs. Physical Attacks, points go to SPD

 

4 Higher Ground- Leaping +4"

 

Power Arrows (must buy Archer Magic Skill)

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

Cost Ability

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

45 Ice Storm- RKA 3d6, AoE 3" radius (+1 1/2), Indirect (+1/2), Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), Side Effects- shards of razor shrp ice assail the caster- 2d6 RKA (-1/2) End cost- 14

 

32 Hellfire Arrow- Energy Blast 8d6, Penetrating (+1/2), Explosion (+1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 8

 

36 Meteor Rain -Energy Blast 12d6 (physical), Explosion (+1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 9

 

24 Thunderstrike- RKA 2d6, Armor Piercing (+1/2), Indirect (+1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 6

 

20 Berserker Arrow- Minor Transform (from a calm state to a berserk state) 6d6, target recovers on a -14 after a target is downed or Gysahl Greens are given to victim, All or Nothing (-1/2),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 6

 

19 Basilisk Arrow Major Transform (from a normal state to a petrified state) 4d6, heals back as normal, or cured if 'Soft' potion is applied, All or Nothing (-1/2), Gradual effect- 1 turn (-1/4),Gestures (-1/4), Incantations (-1/4), Must have a bow and arrow of some sort to make power work (-1/2), Requires a Skill Roll (Archer Magic Skill, -1/2), End cost- 6

Link to comment
Share on other sites

Lisa, that's cool. That Ice Storm attack looks devestating to both the targets and the archer.

 

On the archer powers with the arrows, does the archer begin with any of them or do they acquire them after gaining experience points, or both?

 

another question is how are you going to handle magic in your FF game?

 

Your archer sounds like something I could also do from Exalted, and I like Exalted also.

Link to comment
Share on other sites

The basic framework of the knight has the Find Weakness ability, and will very likely have Sword techniques like Steiner. I don't think I'll use the Black Magic (Vivi) option for now, as I'm not sure how I'd work it. Paladins and Dark Knights will have more powerful Sword techniques than the Knight, but they lack the Find Weakness ability, among others.

Link to comment
Share on other sites

Guest C_Zeree

(Quietly snatching the spell like abilities for his own nefarious purposes. Mmm...meteor rain.)

 

Are you going to allow Multipowers for these abilities, or do the players have to by their special "maneuvers" outright?

 

I'm assuming multipowers will be allowed, seems more FF like. :)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...