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Setzer Gabbiani
7th of December, 2002, 06:33
Being completely obsessed with Final Fantasy VI, I'm starting a game in their world, taking place near the begining. The titantic battle over the esper Tritoch is taking place, parties of superelite defenders (The FFVI base characters) against Emperor Ghestal's army (Who is an unwitting puppet to Kefka).

Starting Gold: 10,000 gp
Starting Level: 4th
Stats: 48 point buy (Increasing character power is easier for everyone instead of nerfing monsters)

Variant rules:
-Espers: This will be explained when a character aquires one, which will be a while.
-Magic Armor/Weapons: Masterwork price is base price + 225 gp. Enhancement bonuses for both are 1,500 gpxbonus2. The same applies to natural armor and bracers of armor.
-Abilities: Skill points from increased Int are retroactive.
-Magic: Spell levels are replaced with Mana. This follows the same rules as psionic's power points. Wizards, clerics, druids, and other classes/PrCs that prepare spells must do so normally. Psions play normally.

Mana Example: A 4th-level Wiz with 18 Int has 15 Mana(0th--2; 1st--3; 2nd--6; high Int--4) and must prepare spells. A 4th-level sorcerer (18 Cha) has 22(0th--3; 1st--6; 2nd--9; high Cha--4) and doesnt' have to prepare spells, but still must learn spells by level.

Skreem
7th of December, 2002, 08:14
FFVI? Who could resist!?!

Not sure what I'll play yet... but might play sorc (has been a really long time) or cleric...

How are you going to handle clerics? Are they just going to be "white" wizs? Or will they really be clerics per DnD concepts? If DnD based clerics, what gods are you using? Based on the FF gods (ie summons), or PHB/FR?

Setzer Gabbiani
7th of December, 2002, 08:58
I knew someone was going to ask that. First of all, espers aren't dieties, they're powerful outsiders (The esper world is a nexus to the inner planes). There aren't actually dieties in the FF VI world. So as to not complicate things, consider clerics just taking related domains.

As for the white wizard, that's not a bad idea. To diversify this (And maybe see an arcane caster besides fireball-flinging sorcerers), use the same statistics for the wizard, but use the cleric spell list (All healing/restorative spells are at their lowest level used by a core caster). Black mage is straight wizard (Maybe evoker), and red can use both lists (Treat as bard without the music or knowledge). Please, don't call your character Fighter or BM, OK?

PaVel
7th of December, 2002, 19:14
Well you might want to check out this (http://www.returnergames.com/)

looks cool to me.

Setzer Gabbiani
8th of December, 2002, 02:54
Yes, I have seen that before. Two things about it though: One, it's not D&D, or even d20. Two, the FF VI specific version hasn't been completed yet. So I'm using 3E rules with a few variants.

Edit to above post "Revised Mana": To simplify things, the Mana cost of a spell is 2xspell level (0 level=1). You cannot spend more than 2xcaster level Mana on one spell (ie. max level applies).

Azrharn
8th of December, 2002, 03:27
where do we build our chars from?

Setzer Gabbiani
10th of December, 2002, 08:57
where do we build our chars from?
I think you mean "Where do you send the characters?". Just email them to me. I'll make a character thread when the game starts. The starting place will be semirandom.

If that's not it, tell me.

Setzer Gabbiani
17th of December, 2002, 18:13
This idea's still open for a game you know. Sponk, I know you love a high-power game. I'm also not too adverse to losing players. In other words, try it out -- If you don't like it, no one (At least not me) will raise any Hell about you leaving. You don't even have to use mana, it all equals X number of spell levels anyway.

About Espers: Espers are very powerful outsiders (ranging from equal to balor to just-under-diety) that inhabit the world. They take the guise of creatures normal to the area and spend much of their time interacting with the world. If one of them should die, their remains are gemlike and called magicite. Magicite can transfer some of an esper's power to the character who knows how to use it.

Using Magicite: Characters can "equip" only one piece of magicite at a time. This forms a link with the magicite. When you gain XP, the magicite gains an equal amount. When the magicite itself reaches a "level", the link strengthens and you gain one of it's powers. The powers vary with espers (All magicite pieces are artifacts). For example, the magicite remains of Ramuh is equipped on a character. When you/Ramuh gains 10,000 XP, the character gains an ability.
Ramuh's abilities:
Bolt (lesser electric orb) at 10,000 XP
Bolt 2 (electric orb) at 18,000 XP
Poison (As the spell) at 15,000 XP
The character learns the spell and can cast it at will (Provided they have mana to do so). If the character can cast spells, the character's usual caster level controls the effects. If they do not, they have an effective caster level of 1/4 character level and Mana equal to their level. Learning more than one power does not grant more mana.

Level abilities for characters: When a character levels up, the magicite might grant another kind of ability -- stats. Ramuh grants +1 stamina at level up (Stamina bonuses are applied as the endurance feat). All granted abilities are inherent abilities, and do not go above +5. Others grant bonuses to vigor (constitution), strength, speed (Dexterity), Magic (Spellcasting stat, or Cha if not normally a caster), or additional hit points or mana above what would normally be granted. Extremely powerful magicite can grant more than +1/level, but the limit remains +5.

Summoning Espers from Magicite: 1/day, the equipped character can summon the esper's essence from the stone, with varied magical effects. Ramuh, for example, casts chain lightning at all the current enemies. Summons cost mana. The caster level is assumed to be 20th. Save DCs (If any) are 10+spell level+minimum ability score bonus+user's ability score bonus. Such heavy use, however, drains the magicite of some XP.

SponkleofInfini
17th of December, 2002, 18:20
I was considering this awhile back, but wasn't sure if I should play or not. The Esper system you have seems wuite good, quite true to the game :) I am in.

Setzer Gabbiani
17th of December, 2002, 18:37
The system will be revises slighty when the game starts (Mostly about summoning the espers themselves), but remains mostly the same.

Instead of [i]chain lightning[i] I think damaging espers will do a set # of points of damage, based on caster level. A 12th-level non-caster that summons Ramuh will do 46 electricity damage (Ref half DC 25+Cha bonus) to all enemies. This is how I got it:
-Damage of 2xcaster level
-Esper base caster level of 20
-Character caster level of 3
-DC of esper summoning 25+users relevant ability modifier
-Mana cost has yet to be determined (We have time)
-Esper loses 10xmana cost XP

Esper XP reduction from summoning does not make you lose XP or take away abilities, it slows down the rate of gaining later abilities.

I might create FF VI generic spells (Since the basic spells are so simple) to replace actual D&D spells with espers. Bolt is 1d6 electricity/caster level (max 5d6), bolt 2 is max 10(d8), and bolt 3 is max 15(d10) damage dice. If used against a group instead of one enemy, the damage is half.

I'm working to balance esper magic vs. caster/non-caster (I don't want 5 fighters waiting for espers)

SponkleofInfini
17th of December, 2002, 18:48
I agree with most of what you are saying, but I don't think the save vs the damage should be so high, don't have anything to offer as a replacement besides just lowering it.

Setzer Gabbiani
17th of December, 2002, 18:53
Here's a sample enemy created from FF VI:

Templar
Large Magical Beast
Hit Dice: 5d10+10 (52 hp)
Initiative +3 (-1 Dex, +4 Improved Initiative)
Speed: 20ft. (half-plate), base 30ft.
AC: 20 (-1 size, -1 Dex, +3 natural, +7 half plate, +2 large shield)
Attacks: Halberd +9 melee
Damage: Halberd 1d10+4
Face/Reach: 5ft. by 5ft./10ft.
Special Attacks: Cleave
Special Qualities: Damage ward, +4 vs mind-affecting effects
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 18, Dex 9, Con 15, Int 9, Wis 10, Cha 11
Skills: Listen +6, Search +6, Spot +6
Feats: Weapon Focus (halberd)
Alignment: Always Lawful Neutral
Challenge Rating: 4
Treasure: Standard coins, 25% items, plus halberd and armor

Humans charged with magic drained from espers and brainwashed beyond thought, Templars make effective guards for the Empire. They are senior guards that patrol halls and traveled areas of the Magitek Research Facility. Templars understand common, but don't speak unless a senior (and not brainwashed) officer commands an answer.

Cleave (Ex): As a full-round action, a templar can absolutely slam the halberd onto an enemy. This is essentally a standing charge that can be used once every 2d2 rounds. They use both hands (+11 for 1d10+6), but lost 4 AC (This precludes the shield).

Damage Ward (Su): Due to magical infusions, Templars take only half damage from any nonmagical attack (Including enhancement bonuses, but not like a flaming weapon's 1d6 fire).


As a note, most everything in the Magitek Facility is a magical beast, as the magic charged creation changes them into one. Most also have damage ward (Have some good magic with you there).

SponkleofInfini
17th of December, 2002, 19:52
fair enough but what say you on the Esper DC's?

Setzer Gabbiani
18th of December, 2002, 00:17
I was still typing when you asked about the DCs. My reasoning is that if the progress was set back (Through XP loss) and the mana cost is high (No set number yet, but it's considerable), then the summoning would be used only rarely. However, if the DC were set at 10+2xRelevant Modifier, that might work. It's scaleable that way. It also slightly widens the gap between true casters and non(Esper only)casters.

Dust
18th of December, 2002, 08:53
I think I'd be interested in this game.

I'm assuming our characters are going to be based on our own concepts and not the established FF6 characters (although I certainly wouldn't mind that), but do we have roles to play? As in, are we in the Returners, or perhaps defectors from the Empire's military?

It sounds really interesting though. Being a FF fanatic myself, I think I'd enjoy it.

SponkleofInfini
18th of December, 2002, 09:04
Hehe as am I, this hsould be in an interestign campaign.

Setzer Gabbiani
18th of December, 2002, 10:37
You start as being neutral in the Empire-Returners' war. After that you can take any side you want.

As for the characters, you won't be playing Terra, Setzer, etc. They're NPCs, and you may occasionally run into one. For enough cash, Shadow is up for hire at random times.

SponkleofInfini
18th of December, 2002, 10:41
LoL, how did I know we would have an opportunity to have him in the party.

Terra, Setzer etc being NPC's, hmm wouldn't that make us just bystanders as the world changes etc.

Skreem
18th of December, 2002, 13:45
Hmm... got a point there Sponk...

I would think this would be a bit more interesting if perhaps this were an actual Alternate Dimension, and although they are around, their roles are not the same.... hence the "future" not already determined.

Dust
18th of December, 2002, 13:57
Those are good points. If we all know the story and are not central to it, that's a serious game flaw.

Another question I thought up, by the way. Any chance I could play a character with Blitz or Swordtech abilities? I have no idea how I would go about doing it, but I dig 'em.

Skreem
18th of December, 2002, 14:14
The Blitz stuff was awesome!!!

Man, I gotta re-aquire my old console and play this again! I've forgotten SO much!

Setzer Gabbiani
18th of December, 2002, 14:33
FF VI's standard characters will be seen, but not that much. They're basically NPCs that you already know about. If you wanted to follow the game closely enough, some of you could play the "standard" FF VI characters. You may even kill some of them (Gau!Gau!Pikachu!Etc...). Gau's the only one I never really liked. Anyway, the story starts as the game, but may (Probably will) change according to your actions.

As for the SwordTech and Blitz options, most effects can be copied to a degree with feats and items. Cyan's Dispatch is essentially a powerful charge, so feats that increase damage when charging duplicate this ability. Empowerer's drain can be copied by the wrathful healing enhancement. Pummel is Flying Kick, except with a different look. Mantra is ki healing available with some PrCs. I'll put a list together at a later time for these.

Dust
18th of December, 2002, 16:11
Okay then. Are we to the point where we start making our characters, or is there more to discuss (A.I., black mage, white mage, classes allowed, etc.)?

Setzer Gabbiani
18th of December, 2002, 16:56
White Mage:
BAB: 1/2 HD
HD: d6
Good Save: Will
Spells Per Day: As Sorcerer
Spells Known: As Sorcerer
Spells: All healing/restoration spells are at their lowest possible level. Other spells are at normal level. Attack magic is at highest level+1. White Mages can learn any healing/restoration/raise spell; other spells as cleric list
Skills: Heal and knowledge (religion) are class skills, Alchemy is not

Black Mage: As White Mage, but reverse the content of spells, and other spells Wiz/Sor list
Skills: Knowledge (the planes) is a class skill

Other than the spells, HD, and skills, they are sorcerer variants. You can also choose this variant with Wizard, giving more spells/day for versatility.

Setzer Gabbiani
18th of December, 2002, 17:00
All core classes are allowed, plus the mages. FF games are magic-heavy (Especially VI), so psionics really don't fit in.

Go ahead and make your characters. I don't mind what format you use, just keep it easy enough to read. I'm also taking suggestions as to a starting place for your characters.

Setzer Gabbiani
19th of December, 2002, 19:59
Cyan's SwordTechs:
Dispatch: Power Lunge feat, Improved Power Lunge*.
Retort: Ready an action to strike back if hit (Or Blades of Fury PrC ability).
Slash: No D&D ability to copy it, but a powerful strike and a wounding weapon is close.
Quadra Slam: BAB for multiple attacks.
Empowerer: Wrathful healing weapon (or vampiric touch spell), and the absorbtion spell**.
Stunner: Whirlwind attack and Stunning Fist with a ki focus weapon.
Quadraslice: As Quadra Slam
Cleave: Whirlwing attack with anything that can kill instantly.

*Since Power Lunge provokes an AoO and Cyan't power doesn't, here's a new feat:

Improved Power Lunge [General]
Prerequisites: BAB 6+, Power Lunge, Power Attack
Effect: You do not provoke an attack of opportunity when using the Power Lunge feat with a charge.

**There is no HP and mana steal weapon in D&D, so here's another new one:
Empowering: As many times per day as the enhancement bonus, can make an attack that gives you equal HP and mana as the damage you did. This can only be placed on melee weapons. Market Price Bonus +3.

Setzer Gabbiani
19th of December, 2002, 20:12
Sabin's Blitzs:
Pummel: Flying Kick, but with fists.
Aura Bolt: Aura Bolt*
Suplex: Win a grapple check, then jump real high.
Fire Dance: Fire shield and tumble around enemies.
Mantra: Ki healing ability.
Air Blade: Shuriken of tremendous shock.
Spiraler: This sucks anyway, since death isn't as easy to fix in D&D. If you really want to, give everyone your potions, then jump off a cliff.
Bum Rush: Use every damage increasing thing you have and hit something reaaally hard.

*New feat (Also called Hadoken)
Aura Bolt [General]
Prerequisites: Unarmed BAB 6+, Stunning fist, Wis 13+
Benefit: A number of times per day equal to Wis bonus, can use unarmed attack as a ranged touch attack with a range of 30ft. and no increment. You add your Wis bonus instead of Str to damage.

Setzer Gabbiani
19th of December, 2002, 20:28
Other character's abilities:

Morph [Terra]: Tenser's transformation. After all, Terra is a sorcerer.
Steal/Capture [Locke]: Pick Pocket check. Attack afterwards if Capture.
Tools [Edgar]: Just get the right gear.
Runic Blade [Celes]: Rod of absorbtion. Add the price to a sword.
Throw [Shadow]: Throw Anything feat.
Dance [Mog]: Perform (Dance) for Bardic abilities. Also see masterwork performanced in Dragon mag. Best if used with an albino Gnome and a small halfspear.
Rage [Gau]: Just copy something you've seen before (If you can).
Slot/Coin Toss [Setzer]: Nothing for slot, but you can always chuck money at something.
Sketch/Control [Relm]: Pigments wonderous item or dominate spell.
Lore [Strago]: As Gau.
Umaro: All barb and attack without any forthought.
Mimic [Gogo]: See Gau/Strago.


Moogle (New race):
+2 Cha, -2 Str
Small size. Mog is 4' even, but that includes the head-thing.
+2 racial bonus to Perform (dance)/Jump checks. Wings are vestigal.
Speaks Moogle
Can take scent feat

Dust
20th of December, 2002, 06:09
Question about a character concept:

Given FF6 has some small level of technology, could I create a gun wielding fighter using one of the weapons found in the DMs guide? If so, up to what technology level would I be able to choose from?

Setzer Gabbiani
20th of December, 2002, 07:06
While guns themselves aren't featured in FF VI, the Renissance-level of technology denoted that they probably would be. You can use the early guns in the DMG, prices as marked.

Skreem
20th of December, 2002, 10:24
My only comment on the Blitz and Swordtech stuff you mention, is that most of it relies on items - extending D&D's system of "You're only as good as your items". Which I personally don't like.
Perhaps make them spells or feats that fighter-types could pick-up? Like you did with a couple of them.

Dust
20th of December, 2002, 14:35
What languages are going to be viable?

Skreem
20th of December, 2002, 16:45
Looks like I over-reacted to only a few listings :) I just re-read and most of it is feats/abilities.

My bad! :(

Dust
20th of December, 2002, 16:48
My character is in, by the way, so I'm ready to rock n' roll :cool:

Setzer Gabbiani
20th of December, 2002, 16:58
There are only 3 languages in FF VI (Actually only two). Common, Moogle, and Esper. I added Esper for RPing. In FF VI, only Terra could "speak" Esper.

About the abilities, you're right that relying on items sucks. However, it'll take some time to come up with feats that are somewhat balanced for some of the more outrageous abilities. Edgar's tools are items no matter which way you put it. I have one feat at mind though.

Air Blade
Prerequisites: Aurabolt, unarmed BAB 9+, Wis 15+
Effect: 1/day/Wis bonus, you can make an unarmed attack as a ranged touch attack with a range of 5ft./unarmed BAB. You can make one attack against the chosen enemy and all enemies within 30ft. of it (Max same as # of unarmed attacks in a round). This does unarmed damage+Wis bonus in wind damage to the enemies. Using Air Blade is a full attack action

For example, a 12th-level Monk (medium-size) with 15 Wis can use Air Blade 2/day, and attack an enemy within 45ft. (and 2 more if they are within 30ft.) for 1d12+2 wind damage.

Remember that wind/lightning and water/ice are different elements in the FF VI world. I know the feats are complicated, but there is that balance thing, plus most FF VI abilities were scaleable to a degree. Aurabolt is a standard action and does pearl damage.

Setzer Gabbiani
20th of December, 2002, 17:03
About unarmed BAB: If you have the Improved Unarmed Strike feat, I consider all your BAB as unarmed. I don't find this unbalanced, as you still only get your class' normal # of attacks/round, and the damage never goes up. It would be interesting to see a fighter with a high Wis and Weapon Specialization (ray) cranking a pretty good Aurabolt.

Setzer Gabbiani
20th of December, 2002, 18:39
This one may come back to bite me in the ass, but still...

Runic Blade [General]
Prerequisites: BAB 6+, Cha 13+, Proficiency with sword used, Caster level 3rd+
Effect: You may set a readied action with a sword to absorb a spell. The spell is automatically directed at you, and drains away harmlessly. You gain mana equal to what it cost to cast the spell. You may absorb as much mana per day as your Cha score. You can use absorbed mana to cast spells yourself.

Greater Runic Blade [General]
Prerequisites: Runic Blade, BAB 9+, Cha 15+, Caster level 5th+
Effect: You may absorb as much mana per day as 1 1/2 times your Cha score (Rounded down).

Epic Runic Blade [Epic]
Prerequisites: Runic Blade, Greater Runic Blade, BAB 17+, Cha 21+, Caster level 13+
Effect: You can absorb as much mana per day as double your Cha score.

The Epic Runic Blade's prerequisites are low for two reasons: That you have to be 21+ level to take them anyway, and because clerics, paladins, or other classes that tradeoff BAB for caster level (And are likely to use it) would have to be epic levels to meet the current prereqs. Spellsword/sorcerers in particular could take this feat early and gain a lot.

Setzer Gabbiani
20th of December, 2002, 18:49
Fire Dance is the last of Sabin's abilities that don't have a feat (Not including Spiraler, which no one will use). So, here it is --

Fire Dance [General]
Prerequisites: Unarmed BAB 6+, Perform (Dance) 4+ ranks, Tumble 4+ ranks, Wis 13+
Effect: 1/day/Wis bonus you can use ki to cover yourself in flame and dart around the enemy. Make a check (Perform [dance]+Tumble divided by 2) for each enemy. If you succede, you avoided an AoO and got close enough to damage the enemy (Damage is unarmed damage + Wis bonus in fire damage). If you fail, you either didn't get close enough (No damage or AoO), or the enemy gets damaged and gets an AoO (Damage and AoO). You may move double your speed using Fire Dance. Fire Dance is a full attack action.

I've made as many abilities as I can into feats, some are just too much. I might come up with a feat for Empowerer later.

warrior
9th of January, 2003, 04:09
i eould like to play