Angelalex242 Posted November 22, 2008 Report Share Posted November 22, 2008 Re: Final Fantasy potions and items and Monsters Wow. That was serious necromancy. But I like Final Fantasy, so it's all good by me. Speaking of which. How would you stat First Tsurugi out? It's got 6 individual swords that can basically be combined into any combination of swords for different effects. Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted November 25, 2008 Author Report Share Posted November 25, 2008 Re: Final Fantasy potions and items and Monsters Wow. That was serious necromancy. But I like Final Fantasy, so it's all good by me. Speaking of which. How would you stat First Tsurugi out? It's got 6 individual swords that can basically be combined into any combination of swords for different effects.[/quote I would use multi power pool for this effect Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted November 27, 2008 Author Report Share Posted November 27, 2008 Re: Final Fantasy potions and items and Monsters Marboro: Description: pod body with one eye in the center of body with mouth below eye and lots of tentacles and green skin. 30 Str 30pts 15 Dex 15pts 23 Con 26pts 20 Body 20pts 10 Int 15 ego 10pts 15 pre 5pts 6 Pd 6 Pdr 3pts 5 ED 11Rec 3 spd 2.5 5pts 46 End 47Stun Atrib. 114pts Weakness: Fire -20 Badbreath attack: Flash (blind) 7d6=35pts, linked+1/2, Flash sound (sound) 7d6=35pts, area effect any+1, 175active pts, End (17) Extra limbs: (12) 60pts Limited Manipulation-1/4 ,15pts Ttpts: 284pts Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted November 28, 2008 Author Report Share Posted November 28, 2008 Re: Final Fantasy potions and items and Monsters Marboro: Description: pod body with one eye in the center of body with mouth below eye and lots of tentacles and green skin. 30 Str 30pts 15 Dex 15pts 23 Con 26pts 20 Body 20pts 10 Int 15 ego 10pts 15 pre 5pts 6 Pd 6 Pdr 3pts 5 ED 11Rec 3 spd 2.5 5pts 46 End 47Stun Atrib. 114pts Weakness: Fire -20 Badbreath attack: Flash (blind) 7d6=35pts, linked+1/2, Flash sound (sound) 7d6=35pts, area effect any+1, 175active pts, End (17) Extra limbs: (12) 5pts Limited Manipulation-1/4 ,1.25pts Ttpts: 280.25pts Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted December 1, 2008 Author Report Share Posted December 1, 2008 Re: Final Fantasy potions and items and Monsters FF/tactics stuff and 2 weapons Squire: Accumulate: one combat skill level 8pts,Rskill-1/4, 6pts Dash: +3d6 HtoH 15pts, Rskill-1/4, etra endx2-1/2, 11pts End 4 Throw Stone +2ocv 4pts, Rskill-1/4, 1pts Mage masher: (dagger) 1d6 Hka 15pts, linked +1/2, 8d6(silence) transform 143pts zeroEnd +1/2, 215pts, Oaf -1, real weapon-1/4,strmin6 -1/2,78pts Blind Knife: (dagger) 1d6 hka 15pts, Linked+1/2, 8D6 flash sight 63pts, zero End+1/2, Oaf -1, real weapon-1/4, strmin6 -1/2, 35pts Im thinking of adding 10pts to strength to the Accumlate for the extra dammage. FF. Knight Abilities: Power pool Armor break: Drain dex. 4d6=40pts rskill-1/2, 27pts End 4, slot (fixed) 3pts Power break: Drain str. 4d6=40pts rskill-1/2, 27pts End 4, slot (fixed) 3pts Mana break: Drain end 4d6=40pts r skill-1/2, 27pts End 4, slot (fixed) 3pts Spd. Break: Drain Spd. 4d6=40pts r skill-1/2, 27pts End 4, slot (fixed) 3pts Monk: Earth slash: 5d6 Eb. 25pts, Area effect line+1/2, Rskill-1/2, 38pts, End 4, slot (fixed) 3pts Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted December 1, 2008 Author Report Share Posted December 1, 2008 Re: Final Fantasy potions and items and Monsters Monk: Earth slash: 5d6 Eb. 25pts, Area effect line+1/2, Rskill-1/2, 38pts, End 4, slot (fixed) 3pts Rapid punch: +4d6 hth= 20pts, Auto fire (10) +1, 1/2 end+1/2 30pts active, Rskill-1/2, 15pts, slot (fixed) 2pts End 2 Circle punch: +4d6 hth=20 Area effect (circle)+1, 40 active, Rskill-1/2, 20pts, slot(fixed) 2pts End 4 Chokra: Aide 2d6(healing Body) =20pts, linked +1/2, Aide 2d6(healing stun) =20, Linked+1/2, Aide 2d6 (Healing End) =20pts, 35pts, Rskill-1/2, 17.5, End 4, Slot (fixed) 2pts Quote Link to comment Share on other sites More sharing options...
tgrandjean Posted December 2, 2008 Report Share Posted December 2, 2008 Re: Final Fantasy potions and items and Monsters Hmm... For the Marlboro I'd probably add +1-2" Stretching, 1-2" Knockback resistance (for the large size). For Bad-Breath I'd also add ~2d6 NND (No need to breath) KA with the delayed effect limitation (to simulate poison). Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted December 3, 2008 Author Report Share Posted December 3, 2008 Re: Final Fantasy potions and items and Monsters Summon: Imp(pet): from World of warcraft 5 str: +5pts 15 dex: 15pts ocv: 5 dcv: 5 20 con: 20pts 10 body: 10 int: 10 ego: 10 pre: 10 com: 4 Pd: 3pts 4 Ed: 2.5 spd: 5 rec: 40 end: 22.5 stun: Fire bolt: 2d6 Rka, 30pts, +1 stun+1/2, extra knock back+3/4, 38pts +3 to con and end =6pts, usable bye others+1, Area effect (any) only party members+3/4, 11pts Slavish loyally+1 178pts summon Buyable options: Imp Phasing: (desolidification ) 40pts, 0 end+1, 80pts, all ways on until master is hit or turned off, -1/4, 20pts Fire shield: 1d6 Hka, 15pts, usable bye others+1, Area effect (any) only party members+3/4, 0 End+1/2, Damage shield+ 2/4, 45pts, all ways on-1/2, 23pts Quote Link to comment Share on other sites More sharing options...
Stone Dog Posted December 6, 2008 Report Share Posted December 6, 2008 Re: Final Fantasy potions and items and Monsters I know I'm really new around here and everything, but I just am pondering something. I admit that I might have missed something when I was looking over the 80+ posts, but please bear with me. In FF it seems that when people die, they actually DIE. It is just the case that in game play, people don't actually die that often. They get KOd. Maybe healing magic should have a limitation on it to prevent potions from working on somebody who has zero body? Justified by something like "At zero or negative body, the soul is no longer solidly connected with the body, preventing healing magic from performing at normal effeciency. At this point, a Pheonix Down is the only supernatural effect that will restore Body to the character." Just a thought. Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted December 7, 2008 Author Report Share Posted December 7, 2008 Re: Final Fantasy potions and items and Monsters I know I'm really new around here and everything, but I just am pondering something. I admit that I might have missed something when I was looking over the 80+ posts, but please bear with me. In FF it seems that when people die, they actually DIE. It is just the case that in game play, people don't actually die that often. They get KOd. Maybe healing magic should have a limitation on it to prevent potions from working on somebody who has zero body? Justified by something like "At zero or negative body, the soul is no longer solidly connected with the body, preventing healing magic from performing at normal effeciency. At this point, a Pheonix Down is the only supernatural effect that will restore Body to the character." Just a thought. Healing potions do not bring back the dead only pheonix downs do. But in my games if you dont use a Pheonix down with in three days time the person is dead and there is no coming back from it Quote Link to comment Share on other sites More sharing options...
Stone Dog Posted December 9, 2008 Report Share Posted December 9, 2008 Re: Final Fantasy potions and items and Monsters Healing potions do not bring back the dead only pheonix downs do. But do they? PCs don't seem to die, they get "KO" status. Whenever somebody dies in the cut scenes, nobody goes rushing about for a phoenix down. Whenever somebody comes "back from the dead" it seems like it is a bad thing. Seymour for example. Otherwise Aeris would probably have only been down for a short while and made it to the last fight. So what I'm saying... is that actual capital D Death should be permanent, but maybe there should be a danger zone between "healthy and healable" and "dead and buriable" that the phoenix down can fix, but most white magic and potions can't. Say, between 0 and -BODY. Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted December 11, 2008 Author Report Share Posted December 11, 2008 Re: Final Fantasy potions and items and Monsters But do they? PCs don't seem to die, they get "KO" status. Whenever somebody dies in the cut scenes, nobody goes rushing about for a phoenix down. Whenever somebody comes "back from the dead" it seems like it is a bad thing. Seymour for example. Otherwise Aeris would probably have only been down for a short while and made it to the last fight. So what I'm saying... is that actual capital D Death should be permanent, but maybe there should be a danger zone between "healthy and healable" and "dead and buriable" that the phoenix down can fix, but most white magic and potions can't. Say, between 0 and -BODY. When Aeris dies in FF7 that was a plot device, for the story. But in a paper rpg Pc are all ways diffrent then electronic gameing. Some time Pc dont have access to phenox downs. or a raise spell. then they are dead time to make a new cher. But when you run your game go with what you feal it should be. Quote Link to comment Share on other sites More sharing options...
Stone Dog Posted December 12, 2008 Report Share Posted December 12, 2008 Re: Final Fantasy potions and items and Monsters When Aeris dies in FF7 that was a plot device' date=' for the story.[/quote'] For the sake of thinking about the mechanics though, lets assume it isn't a plot device. Lets say that something happened that made curing magic impossible and Aeris dying was just the way the dice fell. What would be the method for building curing magic that doesn't work when the target is below zero BODY, but not dead and an item/spell that only works when the character is in that in between state? Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted December 13, 2008 Author Report Share Posted December 13, 2008 Re: Final Fantasy potions and items and Monsters ok according to the 5th edition hero book when you reach negative your body stat your dead. Healing spell or potion could Possibly be used to bring you back like in KO status. But talking to my friend Nsg. you would need major transform to bring back the spirit Quote Link to comment Share on other sites More sharing options...
Stone Dog Posted December 13, 2008 Report Share Posted December 13, 2008 Re: Final Fantasy potions and items and Monsters ok according to the 5th edition hero book when you reach negative your body stat your dead. Okay, let me try again. I'm interested in a FF style game where there is ZERO resurrection. NO bringing back the dead at all. Well, perhaps aside from coming back as an unnatural monstrosity on the side of evil, but that isn't really a PC option. So, these characters basically have three states. Normal is having Body left. This is the state where Cure spells and Potions work. KO is between 0 and Neg Body. This is the state where only Raise spells and Phoenix Downs can work and cure spells and potions fail to produce any effect. Then there is -Body where there is no power available to the PCs that will bring them back under player control. This is because I'm assuming that during the game, things like Aeris' death in a tabletop game are determined by dice and not fiat so I want actual mechanical effects that dictate when a Phoenix Down can and cannot save a person's life. What I'm wondering is, what would appropriate limitations for such healing be? Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted February 2, 2009 Author Report Share Posted February 2, 2009 Re: Final Fantasy potions and items and Monsters champions belt: +3 over all combat skill levels 24pts, +3 con 6pts =30pts IAF=1/2,Independent-2 =12pts or 1200 gill This is from FF7 I had to redo this item and i might have to redo all of them if i for got the independent disadd. silly me Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted February 2, 2009 Author Report Share Posted February 2, 2009 Re: Final Fantasy potions and items and Monsters Potion: (healing) BODY/STUN +1/2, 3d6 =30pts, OAF -1, Fragile -1/4, gestures (drinking) -1/4, Charges (1) -2,Independ-2, 7pts or 14gill Hi-potion (healing) BODY/STUN +1/2, 6d6 =60pts, OAF -1, Fragile -1/4, gestures (drinking) -1/4, Charges (1) -2,independent-2, 13pts or 26 gill X-potion (healing) Body/stun +1/2, 12d6 = 120pts, Oaf -1, Fragile -1/4, Gestures (drinking) -1/4, Charges (1) -2, independ-2, 27pts or 270 gill Ether (healing) END 3d6 =30pts, OAF -1, Fragile -1/4, gestures (drinking) -1/4, Charges (1) -2, independt-2, 5pts or 9 gill Power wrist Bracers: +10 str=10pts, +2 dcv=10pts, IAF-1/2,independ-2 =5pts or 100 gill Power Belt: +20 str=20pts, +3 DCV=15pts, IAF-1/2, independ-2= 6pts or 120gill Yep I for got it sorry all Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted February 2, 2009 Report Share Posted February 2, 2009 Re: Final Fantasy potions and items and Monsters Okay, let me try again. I'm interested in a FF style game where there is ZERO resurrection. NO bringing back the dead at all. Well, perhaps aside from coming back as an unnatural monstrosity on the side of evil, but that isn't really a PC option. So, these characters basically have three states. Normal is having Body left. This is the state where Cure spells and Potions work. KO is between 0 and Neg Body. This is the state where only Raise spells and Phoenix Downs can work and cure spells and potions fail to produce any effect. Then there is -Body where there is no power available to the PCs that will bring them back under player control. This is because I'm assuming that during the game, things like Aeris' death in a tabletop game are determined by dice and not fiat so I want actual mechanical effects that dictate when a Phoenix Down can and cannot save a person's life. What I'm wondering is, what would appropriate limitations for such healing be? For such a Healing system, you would apply a Limitation to Potions and Cure spells. "Only works on characters with positive Body and Stun" (-1/2 at least). Pheonix Downs and Life spells don't have that Limitation, and thus they will work on characters that are Negative in Body and/or Stun. Disallow the Resurrection adder to Healing and characters who reach Death cannot be brought back at all. Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted February 3, 2009 Author Report Share Posted February 3, 2009 Re: Final Fantasy potions and items and Monsters For such a Healing system' date=' you would apply a [i']Limitation[/i] to Potions and Cure spells. "Only works on characters with positive Body and Stun" (-1/2 at least). Pheonix Downs and Life spells don't have that Limitation, and thus they will work on characters that are Negative in Body and/or Stun. Disallow the Resurrection adder to Healing and characters who reach Death cannot be brought back at all. Thanxs NSG Quote Link to comment Share on other sites More sharing options...
tgrandjean Posted February 5, 2009 Report Share Posted February 5, 2009 Re: Final Fantasy potions and items and Monsters *cough* Double (at least!) the cost of the X-potion.... Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted February 7, 2009 Author Report Share Posted February 7, 2009 Re: Final Fantasy potions and items and Monsters *cough* Double (at least!) the cost of the X-potion.... LOL ok I changed the price for the x-potion Im curently working on Soldier package deals from crisis core. This is what i have so far class 3 soldier +5 to str, body, con, dex, =40pts +1 spd =10pts +5 ocv for 2 handed swords,=10pts materia skill 3pts martial arts 3pts manuvers 10pts 76pts dissadds distinctive featuers uniform:5pts subject to orders:10pts watched: security:5pts watched: SOLDIER:5pts rep security:(hot shots,budget hogs):15pts 40pts cost 36pts Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted February 8, 2009 Report Share Posted February 8, 2009 Re: Final Fantasy potions and items and Monsters +5 OCV with Swords sounds like a lot. With their DEX bonus giving them a natural OCV of 5, I would think that a +2 OCV bonus with Swords would be sufficient. Also, you've forgotten a few basic skills: WF: Common Melee WF: Small Arms If 3rd Class SOLDIER's are highly mobile you could add: Defense Maneuver II (5) Rapid Attack-Hand to Hand (5) Within their training chances are pretty good that they learn Breakfall, Acrobatics, Climbing, Stealth and Shadowing as well. They would probably also have Tactics and Teamwork. Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted February 8, 2009 Author Report Share Posted February 8, 2009 Re: Final Fantasy potions and items and Monsters +5 OCV with Swords sounds like a lot. With their DEX bonus giving them a natural OCV of 5, I would think that a +2 OCV bonus with Swords would be sufficient. Also, you've forgotten a few basic skills: WF: Common Melee WF: Small Arms If 3rd Class SOLDIER's are highly mobile you could add: Defense Maneuver II (5) Rapid Attack-Hand to Hand (5) Within their training chances are pretty good that they learn Breakfall, Acrobatics, Climbing, Stealth and Shadowing as well. They would probably also have Tactics and Teamwork. yes i did for get thoes, I made the sword ocv +5 because you saide it was to low from when i had it a +3, and it was only a ruffdraft Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted February 9, 2009 Report Share Posted February 9, 2009 Re: Final Fantasy potions and items and Monsters yes i did for get thoes' date=' I made the sword ocv +5 because you saide it was to low from when i had it a +3, and it was only a ruffdraft[/quote'] I think you missunderstood me. I believe I was talking about the type of skill levels. +OCV levels are okay, but I think their training qualifies for full 3pt CSL's. Quote Link to comment Share on other sites More sharing options...
Scion Zane Posted February 17, 2009 Author Report Share Posted February 17, 2009 Re: Final Fantasy potions and items and Monsters Bullbasore (gaia battler) 20 Str 10pts 15 Dex 15pts Ocv:5 Dcv:5 20 Body 10pts 20 Con 20pts 10 Int Per:12- 10 Ego 10 Com 18 pre 8pts Pre attack 3d6 4 Pd: 1 4Rpd:2pts 4 Ed: 4Ed: 2pts 3 Spd: 5pts 7 Rec: 40 End: 33 Stun: 64pts Skill levels: 4 all combat skill levels 32pts 1 over all combat 10pts Extra limbs:5 pts Razor leaf: 1d6 hka 15pts, Range based on str+1/4, 19pts, End 2 Solar Beam: 10d6 Eb =50pts, My ads Razor leaf storm: 1d6 hka 15pts, Range based on str+1/4, Auto fire+1/2 (5), 26.25pts, End 3 Goop sap entangle: 5d6 def 5=50pts, Sticky+1/2, 75pts, End 8 yes I know its not a FF monster but i could not resist and i used it for one just to through my players off the trail. So i named it an gaia battler. it was a lot of fun Quote Link to comment Share on other sites More sharing options...
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