So, I like video games that have extensive universes to them - especially when I have been privileged to witness their growths over the past two decades. Franchises like Super Mario Brothers and Legend of Zelda have had many entries over their existences, and each new title helps to expand upon the universe created by the previous titles. So, when a new Super Mario Brothers game comes out, I'll gladly buy it to see what new things could be included in the canon, as well as cameos from previous games.
Final Fantasy. I used to play these games a lot when I was young. So, when I heard my friend Ben was going to run a Final Fantasy RPG, I became very excited. I feel like a bit of a heel for leaping at the mention of the game, especially since I wasn't told by him directly, but I want to be part of it and don't want to risk being left out because I didn't say anything.
I spent a few days coming up with a character I thought would be fun to play. I started with the idea of the DnD defender archetype and built him to protect his allies. But I don't feel that he has evolved naturally into this world, because I really don't know what exactly Ben is going to choose to use from the canon.
Final Fantasy has had well over 20 titles in its lifetime, and each title brings up new continuity issues. Simply put, each game is original, but has cameos from previous titles to help set it as part of the canon. The universe is difficult to comprehend, as each game does not flow naturally from the others, and instead nullifies elements from previous games.
In Final Fantasy V, each character needed a shard of crystal to access various different "Jobs", which granted them powers such as magic and ninjitsu. In Final Fantasy VI, each character had a job initially, and could only use magic if they were born/infused with the ability to do so, or had possession of "Magicite". Final Fantasy VII had "Materia", which did not teach magic to it's bearer, but instead learned magic on it's own. Each game's mechanics contradicts the previous game's.
So, when I talked to Ben, he said he was going to draw on elements from FFVI (my favorite, by the way, and his too), but set the game several decades (centuries?) earlier. Cid is in, but all I know is he is a young man involved with Airships somehow (which is based on my conversation with Ben and my knowledge of Final Fantasy canon). Magicite is in, but rare and an achievement to acquire. I call dibs on Seraphim.
He talked of Base Classes, Advanced Classes, and Limit Breaks, and got me interested in writing up some rules myself, so this is me bouncing ideas off of myself.
Limit Breaks - designed with character concept in mind. Each character gets 3 - the character starts with one, and earns the other two.
The first is designed to be a signature move for the character. Its effects are based on what the character is. A Fighter-type character would have something like Braver (Cloud's first Limit Break from FFVII), whereas a White Mage-type character would have something like White Wind. This would be set according to what class the character is.
The second is designed around what the character stands for. A character who stands for Justice would have a Counterattack-style ability. A character who stands for Hope would have the ability to prevent one ally from perishing. And so on. This should be based on a character's nature, and should be unlocked when they overcome some sort of emotional challenge.
The third and final Limit Break should be very heroic and powerful. A Third Tier Limit Break would probably be earth-shattering to use. I can't think of a good way to describe these. A side quest would be a good way to get this.
Trance - a powerful state a character enters. While trancing, a character grows much more powerful, and is capable of accessing certain extra traits inherent to that ability. The ability would have an added section, "While Trancing:", and some added bonus (like, "+1d6 fire damage").
Each Limit Break costs one Limit Counter per tier, and Trancing costs one Limit Counter per round. Also, each Limit Break can only be used once per encounter, and Trance can only be accessed once per encounter as well.
A Limit Counter is earned under certain circumstances. The first time a character becomes bloodied in an encounter, he or she earns one (additional bloodied statuses garnered within that encounter do not accrue more Counters). When a character undergoes some sort of mental, physical, or emotional trauma, they get a Counter. A character who spouts a successfully heroic soliloquy can earn a Counter, but only once per game. Other "heroic" efforts can earn these. Each player starts the day with 1.
Base Classes - Ben is using these as starting points. When you've progressed in one far enough, you can change class and work towards an Advanced Class. I would have all classes initially available, and build them according to their role in combat. Using DnD4e roles, each class would be a Defender, a Striker, a Leader, or a Controller.
Fighter - Defender role. Heavy Armor and Any Weapons. No innate magical ability. Abilities include Cover, Power Break, and Armor Break. Based around protecting allies and attracting attention.
Monk - Defender role. No armor and Martial Arts Weapons. No innate magical ability. Abilities include Pummel, Throw, and Chakra. Based around focusing attention on single foes and preventing them from acting.
Thief - Striker role. Light Armor and Light Weapons. No innate magical ability. Abilities include Blind, Poison, and Steal. Fast and dangerous, fights dirty.
Red Mage - Leader role. Light Armor and Light Weapons. Some innate magical ability. Abilities include Magic Sword, White Cantrips, and Black Cantrips. Can use magic of both Black and White schools, as well as some weapons. Jack-of-all trades class.
Black Mage - Controller role. Mage Armor and Simple Weapons. Lots of magical ability. Abilities include Blizzard, Fire, and Thunder. Damaging magic!
White Mage - Leader role. Mage Armor and Simple Weapons. Lots of magical ability. Abilities include Cure, Haste, and Protect. Healing and Helping magic.
Blue Mage - Controller role. Light Armor and Light Weapons. Lots of magical ability. Abilities are learned from monsters, so some combat proficiency would be necessary.
Berserker - Striker role. Heavy Armor and Heavy Weapons. No magic. Abilities include Swing Wide, Overwhelm, and Rage! Built around finding foes and smashing them.
...and so on. Maybe I'll write more later...
Monday, December 15, 2008
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