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I'll be using this thread to scribble notes about FFRPS v2, which is based off of Shadowrun (4th Ed) and its d6 system. Feel free to comment below.

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World will be [i]based[/i] off of these two maps (Ivalice, FFT & FFXII):

http://www.fftrealm.com/content/downloads/ivalice.jpg

http://upload.wikimedia.org/wikipedia/en/5/54/Ivalice_%28FF12%29.jpg

Improvising to combine the worlds. (Add in FFVI areas/empires [Doma, Figaro, Vector]) Additional continents?

Races based off FFTA/FFVI/FFXII:

Hume (Humans)
Viera
Nu Mou
Bangaa
Moogles
Half-Esper

Magitek and their (ab)use will be main/heavy focus. (vehicles of war/unethical treatment of espers/infusions/etc...) Magicite & Mist (Airships, magitek armor)

Darker/grittier themes, similar to Shadowrun (but fantasy medieval 'based') [politics, war, individual struggles]

Warring Triad? (three goddess statues [FFVI] responsible for creation of original espers)

Equipment/Gear:
Magical items
Runemetal equipment (Runemetal is created by combining magicite with typical metal ore to create a powerful, magical alloy. Espers [and half-espers] are allergic to runemetal. Runemetal is known for its unique, magical abilities and properties, and weapons crafted from it are highly prized)
Magitek Infusions (mechanically similar to cyber-/bio- ware, these are made from 'parts' of Espers [hence the controversy] skin/blood/magicite/etc)
Magicite (naturally [or man-made, from espers] formed stones filled with magical energy [Mist, the ethereal manifestation of the spirits of espers]; some contain spells/powers, others can be used to 'power' things [from magical items to vehicles to magitek suits], and others still have the power to summon the spirits of dead espers [also, some incredibly rare, naturally occuring magicite can absorb magic])

Espers won't be as difficult to write/stat up (compared to D&D); espers will remain useful the life of the campaign (in D&D, the concept of 'levels' makes espers fade in usefulness as characters grow in power unless the espers grow at a similar rate to the characters; in SR, characters gain power more gradually, and never at such leaps as in D&D [example: compare the 'power' of a level 1 character to a level 5 character. It's not even close]) This problem held me back considerably in previous versions of FFRPS. Now a legitimate 'summoner' is easily possible, whereas it wasn't before.

5 types of 'spellcasting' (one isn't really spellcasting; listed in approximate order of 'power'):
Innate (half-espers only)
Summoning (learned [requires a 'Positive Quality'], not technically 'spellcasting', but uses the magic stat anyways)
Wizardry (learned [requires a 'Positive Quality'])
Infusion-based (purchased [requires a magitek infusion], involves an esper blood transfusion)
Magicite-based (acquired/found [requires a piece of magicite], anyone can cast spells from magicite; those without a magic stat will suffer significant drain [and those with a magic stat will find all but the most powerful of magicite to be less potent than learning a spell and casting it directly])

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Speaking of Magicite... Spellcasting magicite will be relatively simple:
It will have a rating of 1-6 (4-6 being very rare and of immense power) and a spell (or, depending on the shard, possibly multiple [2-4?] spells).

Anyone who picks up the magicite can cast a spell inside of it, and the spell is cast at a force equal to its rating (1-6). If a character doesn't have a magic stat of the magicite's rating or higher, they take stun damage equal to the difference (for example, a character with a magic stat of 0 using a magicite [rating 3, fireball] would instantly take 3 stun damage; a character with a magic stat of 4 would take none), and then would roll for spell drain normally, per a force 3 fireball spell.

If a character with a magic stat uses a magicite, he's forced to cast the spell at a force equal to the magicite's rating (or lower, if desired), but he cannot cast it at a higher force (like he could if he actually knew the spell).

The spell(s) inside a piece of magicite can be learned with the expenditure of karma, at a discount (not sure how much of a discount; perhaps based off the rating of the magicite?).

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Essence is a gauge of your humanity. As you reduce your Essence, you begin to lose touch with humanity; mental illnesses can develop if you get dangerously low (below 2, for example). Kefka, from FFVI, was the first [i]successful[/i] Magitek Soldier, and he went insane from all of the experiments done on him (an example of what could happen if your essence gets too low).

Magitek Infusions harm your Essence (just like cyberware/bioware in SR). You start with an Essence of 6. Your magic stat is limited by your Essence (for example, if your infusions reduce your essence to 4, your maximum magic stat is 4). Many infusions reduce your essence by part of a point (such as -.3, for example); always round your essence down to determine your maximum magic stat (4.7 Essence allows a Magic of 4).

Esper Blood Transfusions (in short, replacing some/all of a recipient's blood with that of an esper) can grant a character limited spellcasting ability. This infusion gives its user a Magic score, and grants access to a small selection of spells, allowing them to cast these spells like a half-esper or character trained in wizardry could. This Magic stat is not subject to the normal Essence limitations that a naturally gained Magic stat is, making these types of spellcasters dangerous (and potentially highly unstable).

~ le Fin (for now) ~

FFRPS v2 Scratchpad

Spell Drain:
Each type of spellcasting has a slightly different way of handling (and preventing/resisting) spell drain. Spell drain can be described as the weakened feeling one gets after completing (or even attempting) a spell.

Each spell has a listed drain value; almost every spell's drain is variable, based on the Force used to cast the spell. Take a Fireball spell, for example:

Fireball (Indirect, Elemental [Fire], Area)
Type: P; Range: LOS (A); Damage: P; Duration: I; DV: (F/2)+5

The last part, DV (Drain Value), shows how to calculate drain. Whenever a spell is to be cast, the spellcaster determines the Force (F in our formula) they wish to cast the spell at. A spell can be cast at a force up to the character's Magic attribute normally, so a character with a Magic of 4 could cast this Fireball as a Force 4 spell.

If this was done, the Drain Value of the spell would be 7 ((4/2)+5). After the spell is cast, the caster then has to perform a drain test. Each type of spellcaster rolls different dice when making a drain test:

Innate = Willpower + Intuition
Summon = Willpower + Charisma
Wizardry = Willpower + Logic
Infusion = Willpower + Infusion Rating
Magicite = Willpower

So, if a character with Wizardry was casting this Fireball spell had a Willpower of 3 and a Logic of 4, they would roll 7 dice; any hits scored would be subtracted from the Fireball's drain value of 7, and the character would take any left-over as Stun damage.

A character can overcast a spell; meaning, they can cast a spell at a Force higher than their Magic attribute (up to 2x their Magic attribute). However, drain suffered while overcasting is Physical damage. (So, our Wizard with Magic 4 could cast this spell at a Force of 8, but the drain value would be 9, and any drain not resisted is instead taken as Physical damage)

For combat spells (like Fireball, above), Force is used to determine the spell's damage value (equal to Force) as well as the radius (in meters) of an area effect spell. So, a Force 4 Fireball would deal 4P (physical) damage, in a 4 meter radius, and have a drain value of 7. A Force 8 Fireball would deal 8P damage, in an 8 meter radius, and have a drain value of 9.

If a character casts a spell from Magicite, and they have a Magic attribute (ie, they can cast spells without Magicite), they resist Drain just like they would normally. For example, our Wizard would still roll Willpower + Logic when resisting drain from a spell cast through Magicite.

A character without a Magic attribute casting a spell through Magicite is always considered to be overcasting (as would be any character without a high enough Magic attribute), so all drain suffered (other than the initial drain, explained in the first post) would be Physical drain. For example:

Say a warrior without a Magic attribute finds a Force 4 Fireball Magicite. When he casts the spell, it's automatically considered to be cast at a Force of 4. He immediately takes 4 Stun damage (because his Magic attribute [0] is 4 away from the Force of the Magicite), and then after casting the spell needs to resist a drain of 9 (using only his Willpower); all drain that is unresisted is Physical damage.

(Note: This sounds pretty severe, and rightly so. First off, Fireball is an incredibly potent spell. Secondly, the Magicite is very powerful [Force 4]; many spellcasters can't even manage that powerful of a spell. So, allowing an otherwise non-magical character to cast this spell should have very serious reprocussions. It's always best to leave the spellcasting to those who know what they're doing.)

Now, to determine a spell's actual effectiveness, a character makes an opposed test against their target(s). For direct combat spells, the character rolls Magic + Sorcery versus the target's Body (for Physical spells) or Willpower (for Mana spells) + Counterspell (if the target both has the skill and has readied to counterspell). Net hits increase the damage value of the spell. At least one net hit is required for the spell to affect the target. The target takes the listed damage after the opposed test.

For indirect combat spells, the character rolls Magic + Sorcery versus the target's Reaction. Net hits increase the damage value of the spell. At least one net hit is required for the spell to hit the target. Then, the target rolls Body + half of their Impact armor rating + Counterspell (if applicable) to resist the damage. If the modified damage value is lower than the target's Impact armor rating, the damage is converted to Stun damage. Then, the target takes the listed damage.

For example, our Fireball spell is an Indirect spell. Let's say our Wizard has a Sorcery skill rating of 5 (he's really quite talented, isn't he?), and he's targetting someone with a Reaction of 3. The Wizard rolls 9 dice (Magic 4 + Sorcery 5) and gets 3 hits; the target rolls 3 dice (Reaction 3), and gets 1 hit. The Wizard scored 2 net hits, increasing the Fireball's damage value from 4P (Force 4) to 6P (P currently standing for Physical). Then, the target resists the spell with his Body (which is 4) and half of his Impact armor rating (which is normally 3, reduced down to 1). He rolls 5 dice, and gets lucky with 2 hits. This reduces the Fireball's damage value from 6P to 4P, and then the target takes 4 Physical damage. Afterwards, the Wizard rolls his drain resistance test, and takes spell drain.

(Note: This doesn't seem like a good trade off for the Wizard, dealing only 4 Physical damage to a single target and taking potentially 7 Stun damage! However, Fireball is a powerful spell because it is an area of effect spell. It should only be used when multiple targets can be caught in the blast radius. If, for example, the Wizard would have hit 3 or 4 targets for 4 Physical damage each, that would have been a great trade off. There are other spells that affect single targets which would have been more appropriate for this situation. Also, Fireball sets things on fire, which can cause additional damage to creatures and objects.)

A character casting a spell from Magicite can use the Magicite's rating x2 in place of a Magic + Sorcery roll when making opposed rolls. Typically, this will only be done by a character without a Magic rating (unless, of course, the Magicite is exceptionally powerful).

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Magical Defenses:
- Direct Combat:
- - Physical = Body (+ Counterspell)
- - Mana = Willpower (+ Counterspell)
- Indirect Combat
- - Avoid = Reflex
- - Resist = Body + Impact/2 (+ Counterspell)

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

FFRPS v2 Scratchpad

While I'm doing stuff in regards to taking/dealing damage, how about a quick equipment list...

Standard Weapons:[code:1] Reach Damage AP Cost* Special (* values may change)
Knives & Daggers:
Dart - s/2+1p -- 10 1-hand, thrown
Dagger - s/2+1p -- 20 1-hand, can be thrown
Survival Knife - s/2+1p -1 50 1-hand, serrated edge (-1 dice penalty to Attack)
Mithril Knife - s/2+1p -1 500 1-hand, can be thrown, Mithril
Runeknife - s/2+2p -2 2000 1-hand, can be thrown, Runemetal

Swords:
Rapier 1 s/2+1p -1 550 1-hand, +1 dice bonus to Parry
Shortsword - s/2+2p -- 100 1-hand
Mithril Blade - s/2+2p -1 900 1-hand, Mithril
Longsword 1 s/2+3p -- 350 1-hand
Mithril Sword 1 s/2+3p -1 1300 1-hand, Mithril
Runeblade 1 s/2+4p -2 5000 1-hand, Runemetal

Knight Swords:
Broadsword 1 s/2+3p -- 350 2-hand, +1 dice bonus to Parry
Katana 1 s/2+3p -1 750 2-hand
Claymore 2 s/2+4p -1 1000 2-hand

Maces & Clubs:
Club 1 s/2+1p -- 30 1-hand
Morningstar 1 s/2+2p -- 75 1-hand
Staff 2 s/2+2p -- 50 2-hand
Mace 1 s/2+3p -- 120 1-hand

Axes & Hammers:
Handaxe - s/2+2p -- 150 1-hand, can be thrown
warhammer 1 s/2+3p -- 300 2-hand
Battleaxe 1 s/2+3p -1 450 1-hand
Greataxe 1 s/2+4p -2 750 2-hand

Spears & Polearms:
Javelin - s/2+2p -- 150 1-hand, thrown
Spear 1 s/2+2p -- 150 1-hand, can be thrown
Partisan 2 s/2+2p -1 850 2-hand, +1 dice bonus to Parry
Glaive 2 s/2+2p -2 1000 2-hand
Longspear 2 s/2+3p -- 300 2-hand
Mithril Pike 2 s/2+3p -1 1100 2-hand, Mithril

Special:
Nunchaku 1 s/2+2p -- 75 1-hand, martial, can be used to strangle[/code:1]

Special/Magical Weapons:[code:1] Reach Damage AP Cost* Special (* values may change)
Special Knives & Daggers:
Guardian - s/2+1p -- ? 1-hand, magical, +2 dice bonus to Parry
Air Lancet - a/2+1p -1 ? 1-hand, magical, returning, wind elemental, +2 DV when thrown
Valiant Knife - special -1 ? 1-hand, magical, damage = (9-CurHP)p (min 1p)

Special Swords:
Flame Sabre 1 s/2+2p -half ? 1-hand, magical, fire elemental
Ice Brand 1 s/2+3p -- ? 1-hand, magical, Magicite [Ice, 3]
Drainer 1 s/2+4p -1 ? 1-hand, magical, heals hp = 1/4 Physical dmg dealt
Atma Weapon 1 special -2 ? 1-hand, magical, damage = CurHP/2+1p

Special Knight Swords:
Excalibur 2 s/2+4p -2 ? 2-hand, magical, holy elemental
Illumina 2 s/2+5p -2 ? 2-hand, Mithril

Special Maces & clubs:
Ajora's Staff 2 w/2+2p -- ? 2-hand, magical, Magicite [Heal, 4]

Special Axes & Hammers:
Titan's Maul 2 b/2+s/2p -half ? 2-hand, magical, electric elemental

Special Spears & Polearms:
Pearl Lance 2 s/2+2p -3 ? 2-hand, magical, holy elemental
Trident 1 s/2+4p -- ? 2-hand, magical, water elemental[/code:1]
Electric Elemental: Resisted by Body + Ballistic armor/2. +2 DV to targets Vulnerable to Electric.
Fire Elemental: Resisted by Body + Impact armor/2. +2 DV to targets Vulnerable to Fire.
Holy Elemental: Resisted by Willpower + Impact armor. +2 DV to targets Vulnerable to Holy.
Martial: Can be used with certain martial arts.
Mithril: Light, silvery metal capable of forming incredibly sharp edges. Items weigh 1/2 normal weight.
Returning: Item returns to wielder when thrown
Runemetal: Special metal ore forged in the blood of Espers. +2 DV to Espers & Half-Espers.
Thrown: Resisted by Body + Ballistic armor. Designed to be thrown. -2 dice penalty to Attack when used in melee.
Water Elemental: Resisted by Body + Ballistic armor. +2 DV to targets Vulnerable to Water.
Wind Elemental: Resisted by Body + Ballistic armor. +2 DV to targets Vulnerable to Wind.

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

FFRPS v2 Scratchpad

Why would a water elemental be vulnerable to water? If the 'creature' was made of said element, wouldn't they be immune to it?

"Zey goggles! Zey do nutzing!" - Saber, as Arnie

FFRPS v2 Scratchpad

You've misread. The 'Water Elemental' thing you're reading is a weapon property. And it means that the weapon deals extra damage to creatures 'Vulnerable to Water'.

So, the Trident deals +2DV (or S/2+4[u]+2[/u]P) to creatures Vulnerable to Water (such as a Fire-based Esper, for example).

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

FFRPS v2 Scratchpad

Ah that makes sense.

"Zey goggles! Zey do nutzing!" - Saber, as Arnie

FFRPS v2 Scratchpad

Final Fantasy Tactics A2 is awesome.

Likely going to add 2 or 3 races. Seeq (pig-like humanoids), Gria (dragonmen), and (maybe) Rebe (a race similar to Zidane in FF9).

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

FFRPS v2 Scratchpad

While doing research (ie, playing FFTA2), I realized that the SR spellcasting system works slightly different than how I'd expect a FF magic system to work. SR's spellcasting is quite robust; it allows you to vary the power of your spell at the time of casting.

However, that was never possible in any FF game I'm aware of. You simply cast 'Fire', and it did its damage based on your character's magic power and the spell's own power, and on you went.

So, I'm thinking about removing the ability to cast spells at a variable force chosen at the time of casting... And just cast each spell at a 'preset' force. For example, in my examples above, that fireball spell was cast at a force of 4, but it could have been 2, or 6, or 9. But that was never really available in FF games.

So, in the spirit of making FFRPS more FF-like, and to make spellcasting easier to understand to new players, I'm considering making all spells at 'set' forces. For example, 'Fire' might be a force 2 spell, 'Fira' a force 4 spell, and 'Firaga' a force 5 spell (that might, for example, hit multiple targets). Also, if I go this route, I can make it so that the damage of the spell isn't tied to the 'force' of the spell; the force merely determines the Magic required to cast the spell (and whether or not you're overcasting).

Not sure yet, though. Tossing the idea back and forth. I'm leaning towards the 'set' force or power of the spells more so than the variable method that SR uses. Thoughts?

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

FFRPS v2 Scratchpad

Combat in SR is lethal; in a matter of a round or two, your pretty character can be turned so much blood, bone, and meat (ala chunky salsa style). That's not exactly what I want in FFRPS. True, I want combat to be mean and dirty, but I don't want it to be over in 3 rounds, with 25% of the party dead. So, to start, I'm increasing the starting 'hp' as compared to SR.

In SR, your Physical damage track is equal to 8 + (1/2*Body) and your Stun damage track is equal to 8 + (1/2*Willpower). That makes an average of 9-10 in each track. Considering a good hit could do 7 damage to either track, that'll kill a character in a good hurry. Instead, I'm basically gonna double it:

FFRPS, Physical = 16+Body | Stun = 16+Willpower

Also, in SR, when you take damage, it starts to mess with your combat ability. For every three damage you take in either track, you suffer [cumulative] -1 dice pool penalties. So, if you have 7 physical damage (-2) and 4 stun damage (-1), you'd have a -3 dice pool penalty to everything you do (ie, you roll three less dice whenever you try to do anything). I'm changing that to a -1 penalty for every [u]five[/u] damage in each track. So, using that same example, that character would only have a -1 penalty.

There will still be abilities that increase/decrease your 'pain tolerance', similar to SR. [I might rename these] 'Low Pain Tolerance' decreases the tolerance to -1 for every 4 damage, and 'High Pain Tolerance' ('Toughness', perhaps?) increases the tolerance to -1 for every 6 damage.

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

FFRPS v2 Scratchpad

Wizards in Platemail?

I've not posted Armor equipment yet, and for good reason; I'm stuck and confused. Not really confused, but not sure where to go...

In SR, any character can wear any armor. There's an encumberance rule, but its based off of Strength (I think? Maybe Body), and it has nothing to do with 'proficiency'. So, a Wizard could be fully decked out in the heaviest of Platemail, and as long as he had the strength for it, it wouldn't harm his ability to cast spells (or do anything else, for that matter).

I want to throw in other types of armor than just the standard D&D-esque armors; maybe have three groups: Robes, Clothing, and Armor. I was thinking, perhaps make those three groups skills. You add your skill rating to your armor rating any time you need to roll a damage resistance test. So, for example, say you get hit by a sword and you're wearing platemail (obviously, an 'armor'). In SR, you'd roll Body + the armor's rating. I'm thinking, in FFRPS, instead you'd roll Body + Armor skill + the armor's rating (which would have to be scaled down in power in order to keep armor 'balanced' damage-wise). So, say a 'Platemail' would have a rating of 8 in SR, it might have a rating of 4 in FFRPS, so a character with an Armor of 4 would still roll 8 dice for Platemail.

Robes would mostly aid in magical defenses, Armor for physical defenses, and Clothing would fall somewhere in between (Clothing being vests and the like). Also, there's nothing that says your character couldn't be proficient in multiple armor types.

[I want to name 'Armor' something else. Perhaps 'Mail'?]

If anyone reads these things, please, by all means, your input is more than welcome.

EDIT: I suppose this doesn't get rid of the whole 'Wizard in platemail' thing, but it might make it less likely, what with the option of different armor types.

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

FFRPS v2 Scratchpad

[code:1] Half skill rating
Armor Types: as a Bonus to:

Heavy Armor Ballistic Armor Rating
Light Armor Impact Armor Rating
Robes Spell Damage Resistance Tests
Shields Dodge Tests[/code:1][code:1]=Heavy Armor= B/I Cost Special
Leather Cuirass 1/5 500 Requires Str 2+
Chainmail 2/6 800 Requires Str 3+
Plate Armor 3/9 1500 Requires Str 4+
Carabineer Mail 4/8 ? Requires Str 2+, Mithril

=Light Armor= B/I Cost Special
Leather Armor 1/3 350
Chain Vest 2/4 600 Requires Str 2+
Brigandine 4/6 1300 Requires Str 2+
Mithril Chain 3/5 ? Mithril

=Robes= B/I Cost Special
Hempen Coat 0/2 100 -2 Concealability Modifier
Silk Mantle 1/2 500 +1 to Cold Damage Resistance Tests
Magus Robe 2/3 16000 +1 dice bonus to Spellcasting tests

=Shields= B/I Cost Special
Buckler +0/+0 200 -1 dice penalty to Attacks made with shield arm
Escutcheon +1/+1 450 -1 dice penalty to all Attacks
Kite Shield +1/+2 750 -2 dice penalty to all Attacks[/code:1]

As was my goal in the post above, I've made the Heavy Armor skill only aid in physical defense, the Light Armor skill partially helps with magical defense (indirect spells benefit from 1/2 Impact Armor Rating) and still helps with physical defense (though, the light armors aren't as good as the heavy armors when it comes to base statistics), and Robes exclusively aid in magical defense. Robes will have a variety of special bonuses, to partially offset their meager ballistic/impact ratings.

Note: At first glance, the Buckler might seem useless. After all, it doesn't grant any bonus to Ballistic or Impact Armor Rating (AR), so why would you carry one? Well, since it's a shield, it grants 1/2 your Shield skill rating as a bonus to Dodge tests. So, even though it doesn't help 'resist' damage, it does help prevent being hit in the first place.

Note2: The cost for the Magus Robe isn't an error; it increases your Spellcasting skill by 1. This bonus stacks with various Foci (which will be described later) that further improve a character's Spellcasting ability, which makes it considerably powerful.

I think I'm gonna go ahead with the various Armor skills, and see how the game pans out from there...

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

FFRPS v2 Scratchpad

While on vacation, FFRPS was discussed with Arch & Striker. With their thoughts and input, I've decided to make spells 'static' (ie, the strength of the spell can't be changed on the fly). That means I'll need to create different 'level' spells, per se.

To learn a high level spell, you'll need a certain number of lower level spells known first. To take a spell of a certain level, you need to know a spell of the next level lower. So, if you want to take a 5th level spell, you'd need a 4th level spell (and, to have that 4th level spell, you'd need a 3rd level spell, and so on). If you want a [u]second[/u] 5th level spell, you'd need at least two 4th level spells. Basically, you can never have more spells of a certain level than the level below it. This avoids the possibility of a character who only knows 5th level spells, but has no knowledge of weaker spells.

We also kind of went over how summons should work. They too will have 'levels' to them; for example, Mogri (a moogle-like summon) would/should be considerably less powerful than Alexander (a massive, machine-like summon). Thusly, Mogri might be a 1st level summon, whereas Alexander might be a 5th level summon.

To summon a particular esper, you need to have 'purchased' (with build points at character creation, or with Exp during game play) at least one service for that esper. When you summon an esper, you roll a Magic + Summoning test, opposed by the esper. Each net hit you score counts as a service that esper is willing to perform for that summon. Services might include "Attack that monster", "Cast Cura on my ally", or use some kind of specific special ability that esper may have. Each service typically only lasts one combat round. Certain services, such as "Scout ahead and report your findings" take a longer time, and as such, may cost more than 1 service to perform.

If your Magic + Summoning opposed test doesn't score any net hits, the esper will not appear. If you decide to spend a purchased service, the esper will appear and perform as many services as you spend in this manner. If you have no purchased services left on a particular esper, you cannot attempt to summon it again until more services are purchased.

(Note: You can spend purchased services any time you summon an esper to increase its services on that summon by 1.)

You cannot purchase services of a particular level unless you have at least one more service in all lower levels first.

--List of Potential Espers (Original creature)--
Mogri (Moogle) - Curative magicks
Madeen (Hume) - Non-elemental
Ramuh (Nu Mou) - Electricity magicks
Ifrit (Bangaa) - Fire magicks, physically powerful
Shiva (Viera) - Ice magicks, charming
Bako (Chocobo) - Wind magicks, fast
Fenris (Wolf) - Dark magicks, evil
Kyrin (Deer) - Curative/Fire magicks, good
Unicorn (Horse) - Curative/Light magicks, good
Golem (???) - Protective magicks
Titan (Gigas) - Earth magicks
Sprites (Hume) - Light magicks
Carbunkle (Cat) - Reflection/confusion magicks
Phoenix (Bird) - Fire/Life magicks, good
Alexander (???) - Light/Protective magicks, mechanical
Valigarmanda (Feathered Serpent) - Fire/Ice/Electricity magicks
Bahamut (Dragon) - Non-elemental, breath attacks
Palidor (Bird) - Speed magicks, fast
Phantom (Hume) - Illusion magicks, evil
Ixion (Horse) - Electricity magicks
Atomos (???) - Gravity magicks, evil
Catoblepas/Shoat (Boar) - Poison?/Petrify magicks
Leviathan (Sea Serpent) - Water magicks

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]

FFRPS v2 Scratchpad

Airships, winged monsters, and flying magitek? Oh noes!

Some of my favorite moments in Final Fantasy gaming were based around the skies. Airships, in my opinion, are one of the coolest icons in fantasy roleplaying. The idea of staging a combat, one against perhaps a number of monsters or perhaps even suits of flying magitek armor (Sky Armors or Spitfires, seen [url=http://www.youtube.com/watch?v=Ts_aq-ypXzU&feature=related]here[/url], around the 1:20 mark and beyond)... One that is full of action, but isn't bogged down by needing a combat map and determining 'squares of movement'. However, I had no idea how to do such a thing.

Until now. :)

I was looking over old PnP RPG materials, and I found some airplane combat rules (for 3.0e-based d20 system)... I swear to god I've never found more elegant airplane/spaceship combat rules in my life. It doesn't care about movement rate, it doesn't care about actual distances; it just runs the combat, while still maintaining a sense of realism. So, I sat down and worked out an equivalent system for SR/FFRPS use!

The main component of the system I like so much is what they called 'Position'. Position is your relative speed, height/altitude, and general combat advantage you've got on your opponents. It ranges from 0 to 10, with Position Zero meaning you're flying low, slow, and likely in a world of trouble.

What is so important about Position? Well, here's what Position is used for:
- Generally, a combatant can only attack a target with a Position equal to or lower than their own.
- Thusly, being in a higher/better Position defends a combatant from attack.
- Position is spent any time a combatant makes an attack. Attacking a target typically requires a combatant to fly in a somewhat predictable manner, line up (ie, lead) the shot, and fire.
- Taking damage or failing manuevers can also lower Position. Anything that would lower a combatant's Position below 0 has the potential of giving that combatant a dirt sandwich.

At the start of any aerial combat, all combatants check for initiative as normal. Anyone piloting a vehicle (airship, sky armor, etc) adds/subtracts the vehicle's Maneuver rating (which is a statistic based off of the vehicle's size, speed, acceleration, and general mobility) to his initiative dice pool. Assuming no ambush or surprise, the combatant with the lowest initiative starts with a Position of 5. For every three points the next lowest initiative beats the lowest by, his Position is increased by 1.

For example, say Setzer is under attack by two Sky Armors. Setzer gets a total of 11 initiative, and the two Sky Armors get 8 and 12. The lowest Sky Armor starts at Position 5, and Setzer and the other Sky Armor starts at Position 6 (because Setzer's Initiative was 3 higher than the lowest initiative, and the last Sky Armor beat Setzer, but not by 3 or more). If, say, a dragon was also involved in the fight, and he had an initiative of 16, he would have a starting Position of 7 (because its initiative is at least 3 more than the faster Sky Armor).

To attack another combatant in aerial combat, you must first have a Position equal to or greater than the target. Then, you determine what kind of attack you're making and the Position cost of the attack. Personal attacks (handheld projectile or thrown weapons) and natural weapons (dragon's bite, roc's claws) are more difficult to line up, and thus cost more Position than would a standard vehicle-mounted weapon system (guns on Sky Armor). Once you determine the cost of the attack, subtract the difference in Position from the cost and then subtract that from the attacker's current Position (if a 7 Position combatant was attacking a 5 Position combatant with a 5 cost attack, it would only actually cost 3 Position [5-(7-5)=3] to the attacker). Note that all attacks have a minimum final Position cost of 1. [example charts pending]

For example, the Sky Armor acts first in combat, so he decides to try and finish this combat quickly. He attacks with his pair of magitek guns (each additional weapon of the same time over the first used in an attack grants a +1 dice pool modifier), moving in for a short-range attack (no dice pool penalty, but costs +2 Position), and fires out a long burst (+2 Damage value to the attack, but costs +1 Position). Attacking with standard, vehicle mounted weapons normally costs 3 Position, but closing to short range and firing a long burst increases the cost to 6 Position to the Sky Armor. Since he and Setzer are at the same Position (6), his cost is unmodified, and the attack will leave him at a Position of 0! He better make this one count...

[Note: After the attack is resolved, Setzer acts next. Now, he's 6 Position above this Sky Armor. He could easily toss a number of his magical cards at the Sky Armor (personal attack base cost is 5), at short range (+2 Position cost) without sacrificing too much Position to the other Sky Armor (7-(6-0)=1). Instead, however, he has a different plan...]

To improve your Position, you would spend a Complex action (basically, a full-round action) and make a Reaction + Pilot (vehicle type) +/- Manuverability or Reaction + Flying (if its a creature) test against a threshold equal to (current Position / 3, rounded up). Any net hits are applied to your Position.

Say Setzer (Reaction 5, Pilot (Airship) 4) is flying the Blackjack, which has a maneuverability of -2 (it's a flying casino, not a nimble fighter!), and spends his first turn trying to improve his Position (currently 5). He makes a test against a threshold of 2, and would roll 7 dice (reaction 5 + pilot 4 + maneuverability -2). Reknown for his incredible luck, Setzer has considerable Edge (4; Edge is basically a Luck-based statistic) and he decides to use it. He adds his Edge to the dice pool, and thus rolls 11 dice. His luck shines through, and scores 5 hits, three above threshold, and now has a Position of 9. After getting shot at, the lucky gambler pulls a wild stunt, swinging about his massize airship and now has the advantage against the Sky Armors. Too bad his casino rig doesn't have any weapons...

"You see now they're thinking about banning toy guns... And they're going to keep the fuckin' real ones!"

[url=http//bash.org/?239151]Repeating this will totally get you laid.[/url]