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XavierWyldefyre

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About XavierWyldefyre

  • Birthday 04/19/1979

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  1. Re: Final Fantasy HERO An idea I had a while back involved the different forms Materia took throughout the games.I don't remember all of it off-hand, although I do have the conversation documented (I'd post it in here but there's a good bit of sifting out of other ideas required). Anywho, the main point is that in the campaign world (this not having to be some incarnation of Gaea, Terra, Spira or Ivalice mind you), there is the Lifestream. As the name implies it is the stream of energy that cycles through the planet and animates any life that should happen to evolve from it (I'll leave it there to stay out of the philosophical discussion that would bring up). As was discussed in Final Fantasy 7, Materia is in essence bits of the Lifestream that have crystallized, be they beings that were circulating therein or just bits of lore and wisdom that were floating around from some being that collected it. What I was thinking is this, the Life Stream and Materia have existed in All the Final Fantasy games. They were just known as different things, or in the case of the Life stream possibly not at all or as only a legend. In any of the final fantasy games that involving the 4(8 in FF4) crystals, these would basically be Huge Materia. In Final Fantasy 6, the Materia would come from Espers (who were creatures of magic who would have likely been born Of the Life Stream), and when the Espers died, they left behind a magicite shard which would bestow that creatures lore on whoever would have drawn from it. An interesting little connection can be made with Final Fantasy 5 and Final Fantasy X-2. In FF5 you encounter the 4 crystals and they shatter, it's the various pieces of the crystals that allow you to learn the various Job Classes, anyone that's played X-2 will remember the Dress Sphere's and what they enabled you to do. Makes for an interesting connection. Another interesting bit from the games is the Draw System from FF8 (which I hated btw, but I still put it in for completeness sake and because my friend I had this conversation with was a fan), that could be thought of as a character directly tapping into the Lifestream. A similar case could be made for a Blue Mage (or an Enemy Skills materia) tapping into the Lore that the creature contains when it uses the ability that can be learned. OK, the big point is to stir up some thought about this for any enterprising GM that would like to take this on. If I see that there is any interest in this I'll try to post some more ideas or answer any questions that arise. Well, lets see where this takes us then.
  2. Re: New Package Deal(s) Wow, this post is still here? OK, I may be getting back into this...but I'll be sticking with the 5ER rules. Anyone who wants to add to this with their own craetions feel free to do so (5E Or 6E).
  3. Re: I want to construct, with as little fuss and bother as possible... Personally, I'd just go the way the Fantasy Hero book did and say a magic using character has XX amount of points to buy spells with. Also, those spells would run on END (be it personal END or some sort of reserve). This has advantages in that it makes it easy to deal with spells (once you get them all written out), and it's self balancing in that you buy them all at cost (you can also give assigned experience for buying spells). That's how I'd do D&D magic (arcane as well as divine). I never really was that found of study, cast & forget, go to bed then study to put a new spell in the slot you just got back by sleeping... but that's just me I guess.
  4. Re: Final Fantasy HERO Deleted by Poster.
  5. Re: The Vampire PDF that won't die! Cool, This is something I can Definitely use!!! If nothing else I'll see to it that it's immortalized in my hard drive (then I'll find a place to tack it up when I ever learn how lol).
  6. Re: Rifts HERO? The way I would do that is to set up an Equipment Allowance. That way they'd still be paying Some points (and therefore wouldn't be able to go nuts), and at the same time would be able to have points left over to be able to buy other skills. With this in mind I would have PA's and RV's be built and bought as Vehicles. This is My opinion on how this should be done though.
  7. Re: New Package Deal(s) I kinda lost interest in the project. As for the Warrior Cultural Package you can find it in either Fantasy Hero or Star Hero, though it won't be as you saw it in my write up.
  8. Re: People with bad breath need not apply sounds like China is steppin up to be a world power.
  9. Re: New Package Deal(s) Here is my write up for the Zeph as I mentioned before in the history of the Durel. I'll be hammering out history and all that other good stuff soon. At any rate I present to you the Zeph. Zeph Background/ History: Appearance: Notes: Zeph Racial Package Ability Cost +3 INT 3 +5 EGO 10 Telepathy: 4d6 Telepathy, Communication Only (-¼), Concentration (½ DCV; -¼), Increased Endurance Cost (x2 END; -½) 10 Disadvantage Value -2 STR -2 -2 CON -4 Total Cost of Package: 17 Zeph Cultural Package Deal Ability Cost +2 INT 2 +3 EGO 6 KS: Psionic Lore 11- 2 KS: Psionic Etiquette 11- 2 Any four KSs or SSs at 8- each 4 Disadvantage Value None Total Cost of Package: 16 PS: Any of you that actually look at this and have your own Packages let's see em. Well, later.
  10. Re: New Package Deal(s) OK, I just remedied the situation by taking off the Heavy Worlder Package.
  11. Re: New Package Deal(s) OK then, here is my Final post for this Package now that I'm done monkeying around with it (don't really care whether that pun was intended or not). Hopefully that notes will help to explain any holes and or new things I've put in. Durel Background/ History: The Durel are an example of the ultimate sadness of war and the final folly of a war-like race. They Durel entered into a war with a neighboring civilization over planetoid mining and salvage rights in an asteroid field near their home planet. The war between these two people went on for several decades before the two races effectively destroyed each other. Those Durel that survived were those who were off world at the time. In all, only 240,000 out of 2.2 billion survived that day. It was after this that the Durel became a race of galactic nomads. Some chose to live as mercenaries, and in some rare cases even as galactic pirates, though the majority roamed to search for a new world to call home. During their search they encountered many other races. Sometimes they fought against them and sometimes alongside them. It was during these times the Durel gained a reputation as a group of "galactic knights-errant". It was during this time they encountered the Zeph, who were being attacked from orbit by a group of space pirates. With the assistance of the Durel the raid was repelled and an alliance was formed. Several thousand Durel chose to stay behind and form a colony on the Zeph's world, while several thousand Zeph elected to travel with the Durel. The Durel and their allies traveled like this for 120 years before they discovered a planet that was suitable for them to colonize. When they arrived the Durel found that this planet was almost identical to their own save for the gravity being lighter than their original world. They also learned that there was a great amount of turmoil on the planet as well due to a series of cataclysmic disasters in the recent past. Even with the turmoil, it was on this blue-green planet that they would rebuild their civilization. Appearance: The Durel are a race of erect walking primates that evolved from their worlds version of chimpanzees (think Planet of the Apes, either version). They are large and broad from being native to a heavy gravity world, with the males averaging around 6'6" tall and 280 lbs. in weight and the females averaging around 6'0" and 220 lbs. Their eye color is in the range from dark brown to green and hazel and they have somewhat coarse black hair that they tend to wear in a pony tail. They tend to dress in military uniforms, which are a grey jumpsuit type affair with black boots, belt and gloves. Any cybernetic prosthetics are made so that the normal uniform can be worn with minimal adjustment. Notes: In the history put out it is not specified where they decided to settle, or even what happens just after they do so. I figure that's up to the GM for if they ever decide to use this package in any of their games. Another possibility includes using the Durel while they are still in space, which would make detailing the events surrounding their colonizing [Campaign World] a moot point. Durel Racial Package Deal Ability Cost +2 STR 2 +1 DEX 3 +1 CON 2 +1 BODY 2 +1" Running 2 Simian Senses: +1 PER w/ all Senses 3 Disadvantage Value -2 COM -1 -1" Swimming -1 Total Cost of Package: 12 Durel Cultural Package Deal Ability Cost +3 STR 3 +1 DEX 3 +2 CON 4 +2 BODY 4 Analyze: Combat Technique (INT) 3 WF: Spears/ Polearms, Blades, Thrown Swords 3 Spear Training: +1 CSL w/ Spears 3 Sword Training: +1 OCV w/ Specific Sword 2 Disadvantage Value Psychological Limitation: Code of Conduct- Soldier's Code (Common, Strong) -15 Total Cost of Package: 10 Notes: 1.) Soldier's Code: This is the Code Of Conduct between "good-guy" soldiers on TV and in the movies (and sometimes with their more Honorable foes). It's better to die on your feet than live on your knees. Never leave a man behind. Never give up, never give in. Never let an insult to you, your unit, or your branch of service go unpunished, especially if it comes from a member of a wimpy branch of service. All branches of service other than yours are wimpy. Show mercy to the enemy when you defeat him, as long as he's been honorable with you. Otherwise, kill him.
  12. Re: New Package Deal(s) Taking all the information on the Durel and putting it into one post later in the thread.
  13. Re: New Package Deal(s) thank you, though I'm unsure if I have that one.
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