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Final Fantasy potions and items and Monsters


Scion Zane

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Re: Final Fantasy potions and items and Monsters

 

Grenade

 

 

35 Str 25pts

16 Dex 18pts

17 Con 14pts

16 Body 12pts

8 Int +2

10 Ego 0

10 Pre 0

8 Com +1

 

7 PD

6 ED 3pts

3 SPD 4pts

16 Rec 6pts

34 End

42stun

 

79ts of Attributes

 

2 over all combat skill level 20pts

 

Has no ground movement flight only 12pts for 6” of flight

 

4d6 Energy Blast 20pts: damage shield +1/2, Continues +1, zero end +1/2 =40 pts

 

Bite Hka 2d6+1=35pts

 

Firespell attack Rka: 4d6 20pts,

 

Self destructed: 3d6, area effect radius +11/4, Explosion +.75, 90pts

 

Absorption to Self destructed on physical attacks -1/4: 5d6=25pts: one minet+1/4,

 

Special notes all fire attacks heal bomb +2

 

Weakness cold attacks:-20pts

 

Pts 602

 

well here is the Grenade write up

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Re: Final Fantasy potions and items and Monsters

 

Grenade

 

 

35 Str 25pts

16 Dex 18pts

17 Con 14pts

16 Body 12pts

8 Int +2

10 Ego 0

10 Pre 0

8 Com +1

 

7 PD

6 ED 3pts

3 SPD 4pts

16 Rec 6pts

34 End

42stun

 

Ocv:5 Dcv:5

79ts of Attributes

 

2 over all combat skill level 20pts

 

Has no ground movement flight only 12pts for 6” of flight

 

4d6 Energy Blast 20pts: damage shield +1/2, Continues +1, zero end +1/2 =40 pts

 

Bite Hka 2d6+1=35pts

 

Firespell attack Rka: 4d6 20pts,

 

Self destructed: 3d6, area effect radius +11/4, Explosion +.75, 90pts

 

Absorption to Self destructed on physical attacks -1/4: 5d6=25pts: one minet+1/4,

 

Special notes all fire attacks heal bomb +2

 

Weakness cold attacks:-20pts

 

silly me I for got armor 6pd 9pts, 6 ED 9pts, hardend+1/2, 27pts

Pts 656

 

well here is the Grenade write up

2nd attempt

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Re: Final Fantasy potions and items and Monsters

 

Chokobo

 

Yellow type:

 

35 Str 25pts

16 Dex 18pts

17 Con 14pts

16 Body 12pts

10 Int 0

10 Ego 0

10 Pre 0

10 Com 0

 

7 PD 0

6 ED 3pts

3 SPD 4pts

16 Rec 6pts

34 End 0

42 stun 0

 

Ocv:5 DCV:5

2 all combat skill levels 16pts

Attributes: 98pts

 

Extra running: 24pts for 12” of running

 

Choco attack attack: 1d6 HKA. =15 pts, auto fire(5) +1/2, reduced endurance +1/4, 26pts End(8) from FF/Tactics

 

Choco Esuna: 10d6 Dispel vs KA continuing charge (+1/2)(Poison): 45 points. Reduced range -1/2, only active poison-1/2 =12pts

 

Choco heal: 3d6 healing 30pts, area effect radius +1, 60pts End(6)

 

Here is one of my ideas

Bloody feather storm RKA 1d6= 15pts, area effect cone +1/2, Auto fire (10) +1, reduced endurance +1/4, 41pts= end(20)

 

Total: 205pts

wow that was bad math last time I do this with out sleep

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Re: Final Fantasy potions and items and Monsters

 

Red chokobo

 

35 Str 25pts

20 Dex 30pts

20 Con 20pts

18 Body 12pts

12 Int 2pts

13 Ego 6pts

13 Pre 3pts

14 Com 2pts

 

7 PD 0

7 ED 3pts

3 SPD

16 Rec 5pts

50 End 5pts

45 stun 5pts

 

Ocv:7 Dcv:7

4 combat skill levels all=32pts

Attributes: 157pts

 

Extra running: 36pts for 18” of running

 

Glideing: 18"=18pts

 

Choco attack attack: 1d6 HKA. =15 pts, auto fire(5) +1/2, reduced endurance +1/4, 26pts End(8) from FF/Tactics

 

Choco Esuna: 10d6 Dispel vs KA continuing charge (+1/2)(Poison): 45 points. Reduced range -1/2, only active poison-1/2 =12pts

 

Choco heal: 3d6 healing 30pts, area effect radius +1, 60pts End(6)

 

chokoko fire spell: 6d6=30pts area efect any +1,indirect+1/2, 75pts END(8)

 

Here is one of my ideas

Bloody feather storm RKA 1d6= 15pts, area effect cone +1/2, Auto fire (10) +1, reduced endurance +1/4, 41pts= end(20)

 

Total: 425pts

well here is the red one lookslike i need to go back and fix the yellow one

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Re: Final Fantasy potions and items and Monsters

 

Well Im stuck now for the next monster or item to convert.

 

Any sudgestions?

 

The only thing i have cooking in my head is races from FF online and spells

 

And I am a little surpeised that there has not bean any commits

 

So what do you think of what i have done so far

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Re: Final Fantasy potions and items and Monsters

 

Goblin Thug

 

10 Str 5pts

15 Dex 15pts

12 Con 4pts

12 Body 4pts

8 Int +2

10 Ego 0

10 Pre 5pts

8 Com +1

 

5 PD 3pts

5.4 ED 3pts

2.5 SPD

4 Rec

24 End

23 stun

 

Attrib:31pts

OCV: 5 DCV: 5 +2 small size

Combat skill level 1 =8pts

 

Goblin rush: 1d6 Hka 15pts auto fire (5)+1/2, (23pts) End (12)

Goblin bomb: 5d6 EB 25pts, Explosion-1/4, OAF -1/2, 17pts, End(2)

 

 

-5pts (Weak) -5 Str pts do to small size

-5pts (Less Impressive)-5 Pre pts do to small size

-6pts (Short Legs) Running -3”

-5pts (Physical Lim.) small size and mass are ½ normal size

3pts Easily Hidden: +2 concealment (4 active points) self only(1/2)

10pts Hard to Hit: +2 Dcv

4pts Hard To Perceive: +2 to stealth

Cost: -4pts

Vulnerability versus light element-20pts

TTcost 34pts

These guys were a pain on the online game.

As their names apply they are thrives or rouges in the FF online game. I did not write up their skill packages. Because that comes later on LOL

 

LOL I just came up with this lol

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Re: Final Fantasy potions and items and Monsters

 

Flan

Description: Slime or jelly creature with two eyes and mouth kind of looks like a bell shape

 

20 Str. 10pts

14 Dex 12pts

20 Con 20pts

20 body 20pts

6 Int +4pts

10 Ego 0

10 Pre 0

1 Com +5pts

 

(8) 4 Pd 4pts

4 Ed

2.4 Spd

40 End

40 Stun

Attributes= (53pts)

 

Ocv: 5 Dcv: 5

 

Abilities:

 

Damage Resistance: 4pts for 8 Pd

Damage reduction: 75% for 60pts, Physical only

+2d6 HA 10pts

-3 running do to its blobynish -6pts

Limited manipulation-10pts

Vulanability magic -20pts

 

TTcost: (90pts)

 

Yet another monster done.

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  • 3 weeks later...

Re: Final Fantasy potions and items and Monsters

 

I think you're doing a fine job but it might be easier to create a document with all the ideas and post that. I took one look at the "Traveller HERO PDF" and was amazed. I want it in print!

 

Alternatively, if you've got web space you could create a simple web page with all the constructs you've come up with. We could post here with ideas to add to it. This would make it easier to read that trying to follow entire threads around.

 

You also should consider how exactly the campaign will run? Thia and I proposed large amounts of XP with high BODY and STUN scores. I believe this would more closely emulate Final Fantasy's slug-fest and the fact that level 1 monsters barely scratch high level characters. This would certainly push it into a Superhero type campaign, though you may decide not to charge points for equipment (perhaps use the equipment pool idea from Dark Champions). This is important because as people submit equipment and monster ideas, they can scale it appropriately to the setting.

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Re: Final Fantasy potions and items and Monsters

 

Ok folks Im thinking of just puting all my FF ideas in this thread like spells,player races , and some othe stuff I used in my old game that I ran.

 

Feal free to post some monsters from FF that you have done as well

Yeah, that sounds great.

Though Erkenfresh's idea of a .doc or a website would most likely work better, in that they'd be easier to sort through.

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Re: Final Fantasy potions and items and Monsters

 

I am putting together a FF themed Hero game and did a bunch of conversions.

I went down the list of combat usable items from FF7 and wrote up pretty much everything.

 

The way I am going to run things, once you are dead, you are dead. No coming back.

Phoenix Downs will be the only way to get those who are in GM's Discretion Land back on their feet. Currently there is some overlap as I have both potions and Phoenix Downs usable on those between -1 and -29 stun, I haven't decided whether to keep that or make the potions only usable on those with at least 1 stun.

 

For the purpose of the game, 'Healing' is going to totally ignore the 'once per wound per day' rule.

 

I'm going to be using Jobs, and each character will have to pay points for their weapon and armor's base abilities which will not change throughout the game without spending more points. But as each character finds a new armor or weapon, it will have special abilities that they don't have to pay points for. It is ending up as some bizarre conglomeration of Heroic and Superheroic regarding mechanics.

 

http://arkham.genesismuds.com/hero/ff/Equipment.html

 

The section on here for 'Memory Gems' is a varient on Materia I'll be using. Each gem can be socketed into the characters accessories which will probably have from 0 to 3 sockets available. They will be acquired by encountering the dead and remembering them as they would wish to be remembered. An example being 'The hero walks to to the makeshift grave of a great knight who died saving his village from a horde of Catoblepii, he pauses a moment to read an inscription on the heroic death of the knight, and has the Warrior Gem bestowed upon him.'

 

So... This is pretty much just a brain dump, hope it is helpful, request for ideas, suggestions, opinions, or screams of rage kind of post.

 

Enjoy.

 

Edit: Oh, and I am so glad I'm not using an active point limit, or making people pay points for these... The 'Cauldron' item is 1209 Active Points by itself...

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Re: Final Fantasy potions and items and Monsters

 

Hmm, funness, keep up the good work, I always love seeing conversions and other "content" threads. Hell, If I had any experience with FF I'd join in (I've never played a FF game in my life.)

Really though what little I've seen of it (counting the movies as thats pretty much all I've got) I'd say its definitly Superheroic, genre usually seems to be High Fantasy with either elements of Modern fantasy or Steam/Cyberpunk.

 

As far as rules go, I would try to emphesise the Cinimatic aspects of the setting rather then the actual mechanics/gameplay (as it's usually pretty standard Consol format)

 

no NMC, in fact I would encourage characters to buy high Stats as well as lots of Combat Luck (and damage resistance for their normal DEF), definitly high points 3-500+, but sevearly limit Mega-Scale Effects of any kind.

 

High End Combat gets to the point where normal Sword Attacks are basicly Naked AoE Lines (nonselective and Beam so that characters can still dodge)

 

Ranged combat is usually downplayed (everybody has Missle deflection).

 

Items seem to follow more heroic rules, so I'd use DC Resource pools for Items and Equipment.

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Re: Final Fantasy potions and items and Monsters

 

sorry all for not posting any thing new yet. I have bean really bizzy with collage. stupid papers to write for composition, but I will post some thing soon

 

thank you all for comiting on what I have done so far.

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Re: Final Fantasy potions and items and Monsters

 

Eye bat

 

Picture an eye ball about the size of a basket ball surrounded bye a tear drop body with bat wings and 2 very short claws like legs and a mouth with sharp pointed teeth right below the big eye. The skin color is a dark green and brown color. So it can hide in the forests and scrub lands.

Its preferred hunting method is snipping its food with its eye beams. It never is alone it travels in packs

 

8 Str +2pts

16Dex 18pts

16Con 12pts

8Body +4pts

10Int 0

10Ego 0

10Pre 0

10Com 0

 

2 (4PD 2pts

3.2(4)ED1pts

2.6 Spd

8Rec

32 End

18 Stun

 

Ocv: 5 Dcv: 5

Abilities:

Winged flight: 12” usable as glideing(+1/4 =30pts) restrain able (-1/2 20pts) End 2

Easily hidden + 4 concealment (8 active pts self only ½) 5pts

Hard to hit +4 Dcv 20pts

Hard to perceive: +4to stealth 8pts

Night vision: +4 to enhanced perception with a -1/2 lim. Only to counter darkness. 5pts

Eye beam: 2d rka 30pts +2 stun multiple (+1/2 =60pts) End 6

Run -3pts

4Rpd 2pts

4Red 2pts

 

TTpts 141pts

There is some thing like this in FF7 and 8 ifIremember right

 

My other ideas for this moster I have used

The second version:

It had a dispel beam 5d6 15pts end 2

The third version

Paralyzing beam 5d6 entangle Def 5 50pts

 

Ok folks here is one post ill try to get another soon.

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Re: Final Fantasy potions and items and Monsters

 

Black mage and red mage from FFT, and FF/online

Fire: 2d6Rka 30pts, Indirect +1/2, End (5) Gestures -1/4, Incantation -1/4, Rrq skill roll-1/4 45pts slot cost 5pts End (5)

 

Lighting: 25pts Rka 1d6+2, Indirect+1/2, increased stun (+2)= +1/2, Gestures -1/4, Incantation -1/4, Rq skill roll-1/4, 38pts slot cost 5pts End 4

 

Stone: 4d6 EB 20pts, auto fire 3 +1/4, Indirect +1/2, (35pts) Gestures -1/4, Incantation -1/4, Rrq skill roll-1/4 = 26pts, 3pt slot End 9pts

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Re: Final Fantasy potions and items and Monsters

 

Black mage and red mage from FFT' date=' and FF/online[/b']

Fire: 2d6Rka 30pts, Indirect +1/2, End (5) Gestures -1/4, Incantation -1/4, Rrq skill roll-1/4 45pts slot cost 5pts End (5)

 

Lighting: 25pts Rka 1d6+2, Indirect+1/2, increased stun (+2)= +1/2, Gestures -1/4, Incantation -1/4, Rq skill roll-1/4, 38pts slot cost 5pts End 4

 

Stone: 4d6 EB 20pts, auto fire 3 +1/4, Indirect +1/2, (35pts) Gestures -1/4, Incantation -1/4, Rrq skill roll-1/4 = 26pts, 3pt slot End 9pts

 

Blind: 5d6 flash v/sight 25pts, Gestures -1/4, Incantation -1/4, Rrq skill roll-1/4, 19pts, slot cost 2, End (2)

 

Slow: Drain speed 5d6 50pts, Gestures -1/4, Incantation -1/4, Rrq skill roll-1/4, 38pts, slot cost 4 End (4)

 

Silence: Major transforms only to Silence the target. 4d6 45pts, base body only +1/2, Gestures -1/4, Incantation -1/4, Rrq skill roll-1/4, 68pts, and slot cost 7pts, End (7)

 

well here are some more spells. I came up with, for my Final Fantasy game.

The reason I used major transform for the Silence spell, because I did not like Darkness because it was to arbitrary it made the target blind no mater what no resistance. Im working on the bio or poison spell. Tryeing to figure out how to do a dammage over time effect with out paying for a lot of dice and then devideding them up. One Idea I am working on is useing auto fire for how many turns it effects for.

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Re: Final Fantasy potions and items and Monsters

 

Gun blade: 2d6 Hka =30pts, Ap +1/2, 45pts str only enhances sword only,Gun part Rka 2d6+1, 35pts, Ap+1/2, ocv+1 only for gun part=2pts, trigger on a hit+1/2, Plus (1) stun multiplier +1/4 . Str min (14), -1/2, Oaf -1/2, real weapon -1/2, Charges gun only (6) -3/4, ammo -1, 12pts

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Re: Final Fantasy potions and items and Monsters

 

I know you all have bean waiteing for a summon write up well here is a rough draft of one from FF10

 

Summoner pets:

 

 

Valfor:

 

30 Str 20pts

16 Dex 15pts

35 Body 50pts

30 con 40pts

10 Int

30 Ego 40pts

20 Pre 10pts

10 Com

 

6 Pd 6Rpd 3pts

6 Ed 6Red 3pts

3 Spd 4pts

12 Rec

60 End

65 Stun

 

Ocv 5 Dcv 5

 

121 pts

 

Reach 4pts Stretching 1”

 

Talons 2d6 Hka. 30pts, Ap+1/2, reduced penetration -1/2, (23Pts)

Sonic wings Drain speed 60pts 6d6 area effect +1 any, 120pts

Energy beam Rka 8d6 120pts

 

Flight 20” for 40pts

 

430PTS with out spells

 

For a 90 pt (450) summoning pool only one summon allowed on field -1, slavish loyal +1

 

Hum here is a first draft summon. Summons are cool and all but I just might keep them as a plot device . some of you may have not is I did not add black mage spells to the abilities. I am thinking it might be just overkill.

 

FF versions of WMD.

 

If you remember FF7 they did mass dammage to the area but it was not perminant.

 

so what do you think.

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Re: Final Fantasy potions and items and Monsters

 

I know you all have bean waiteing for a summon write up well here is a rough draft of one from FF10

 

Summoner pets:

 

 

Valfor:

 

30 Str 20pts

16 Dex 15pts

35 Body 50pts

30 con 40pts

10 Int

30 Ego 40pts

20 Pre 10pts

10 Com

 

6 Pd 6Rpd 3pts

6 Ed 6Red 3pts

3 Spd 4pts

12 Rec

60 End

65 Stun

 

Ocv 5 Dcv 5

 

121 pts

 

Reach 4pts Stretching 1”

 

Talons 2d6 Hka. 30pts, Ap+1/2, reduced penetration -1/2, (23Pts)

Sonic wings Drain speed 60pts 6d6 area effect +1 any, 120pts

Energy beam Rka 8d6 120pts

 

Flight 20” for 40pts

 

430PTS with out spells

 

For a 90 pt (450) summoning pool only one summon allowed on field -1, slavish loyal +1

 

Hum here is a first draft summon. Summons are cool and all but I just might keep them as a plot device . some of you may have not is I did not add black mage spells to the abilities. I am thinking it might be just overkill.

 

FF versions of WMD.

 

If you remember FF7 they did mass dammage to the area but it was not perminant.

 

so what do you think.

 

here is the magic I did not put in

 

Magic pool: 135pt mpp

 

Fire: 6d6 rka, Indirect +1/2, 135pts 14pt slot, End 14

Lighting: 5d6 rka, Indirect +1/2, stun (+1 ) +1/4, 131pts , 13pts slot End 13

Ice: 3d6 rka, 45pts , linked +1/2, Indirect +1/2, Drain dex (chill)4d6 40pts, 130pts 13pts

565pts with spells well at least 3 of them

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Re: Final Fantasy potions and items and Monsters

 

Summon spell or materia non pet type

Shiva: 6d6 rka,90pts, area effect cone +1, Gestures -1/4, Incantation -1/4, Rrq skill roll-1/4, Oaf-1, 71pts, End 7, In my game I will add the Image of Shiva appearing as just a freebee

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Re: Final Fantasy potions and items and Monsters

 

My instinct on how to handle the summons are to make them big and impressive pets, as seen in Final Fantasy X. I'm not sure how they are handled in FFXII as of yet, but I'm assuming its similar to FFX/FFXI. Thus you would actually use the *gasp* Summon power to create them...

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