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Final Fantasy Tactics d20 Conversion, Final fantasy rpg d20
[ Pobierz całość w formacie PDF ] D20 SYSTEM CAMPAIGN SETTING (VERSION 0.1) Author: Aj Heman Contact: Creamsteak@hotmail.com Blank Page INTRODUCTION Final Fantasy Tactics (1997) is a role-playing game produced for the Sony Playstation by Squaresoft. The game intertwined strategy and story, and has become a classic piece of gaming that is still actively played by many today. Even with all the other titles that FFT had to compete with, this game remains as one of the most memorable titles to the lucky people who have played it. Many remember the game because of the involved strategies and preparation that went into the heart of making this game fun. Every battle required planning and forethought, and there was always more than one way to accomplish a goal. With twenty normal classes, many unique characters, and the variety of options available to accomplish objectives, the game had everything that many people wanted out of it. The ability to make choices, and put the player in charge of the way a battle would be won, made this game a great turn based strategy title. Some remember the game’s story so fondly; they can recite entire scenes from memory. The mystery behind the game was interesting of its own volition, but when combined with the setting of the game, it became it’s own world. Every city had a description, often short, but always notable, and when the player wanted to search his diary to answer a question; the answer would always invite another question. The most important aspect that ties this game together is the desire to do more. After every tavern job, you wanted to see where your friends had traveled. Before every battle, the player wanted to decide the best way to get into the battle and get out as quickly as possible. The story was focused on a single character, and it was disappointing to miss out on the rest of the development. way the pen and paper game works, so that the world can be expressed appropriately. As this project advances, it should become true that every step was taken to try and insure that this setting keeps the world true to itself, while working through the use of the d20 system. ROLEPLAYING GAMES If you have never played a pen and paper role-playing game, then you will probably be surprised. The game centers on a story, written by a group of players and a Gamemaster. Each player takes control of their own character, using the rules as guidelines for determining the outcome of the actions the player takes. Traditionally, the game is played by a group of friends sitting at a table with a large supply of snack food and as little distraction as possible. The goal is to tell a story in a way that keeps everyone interested, and expands on the group’s imaginations, using the rules as guidelines. The players become the actors in the story, and the Gamemaster acts as the director, controlling the scenery and the actions that take place around the actors. Everything that isn’t directly under the control of a player is probably under the control of the Gamemaster. The characters are involved in a world as real as the imagination can create, made whole by the group’s suspension of disbelief. A set script of actions does not guide the game, but instead, the game is played through with a mix of improvisation and forethought. The GM controls what the world around the players is moving towards, and has control over everything as such. It is the player’s responsibility to react to the world, and to see how the world reacts back. The Gamemaster may plan out the actions as much or as little as desired. Good judgment is required. The development of the story, including every character other than the players, is the responsibility of the GM. The players are just as responsible for the suspension of disbelief, and helping to provide their own goals and motivations. What do you need? Right now, since this book isn’t quite completed, you need a Players Handbook, a Dungeon Master’s Guide, and a Monster Manual (All 3 rd Edition by Wizards of the Coast). When this project is complete it should be self-fulfilling, and should be independent of the Dungeons and Dragons books, but it should still function as a supplement. Every player needs a least a standard set of dice. Dice can be purchased at gaming stores, comic shops, online, or through a large book retailer. As a minimum, the group should have at least one four-sided die (d4), four six sided dice (d6), an eight-sided die (d8), a single twelve-sided die (almost optional) (d12), a twenty-sided die (d20), and two ten sided dice (d10). A copy of Final Fantasy Tactics helps to discover the story of the campaign setting, and since this book is still lacking the campaign-setting chapter, you should invest in either a copy of the game, or another campaign setting to hold you over till MIXING GAMES This is the beginning of the combination of the Final Fantasy Tactics Playstation game, with the tabletop Dungeons and Dragons game. Final Fantasy Tactics is a solid game, with a full world, and a class based system that easily melds into the d20 system. Because the games are both designed for a high- fantasy world, it isn’t that difficult to imagine the two as one whole. The primary differences between the two games are mechanical, as one game is written for a group of people to play together, and the other is written for one player to enjoy the game from a chair. The great thing about the current DnD game system is that it’s versatile. It does not force a certain play style onto the game, and can be easily cobbled to fit any setting. This document is the first half of the first chapter of the Final Fantasy Tactics d20 project. The goal is to take all of the best parts out of the original Playstation game, and meld them into the d20 rules system. There is also an influence to make the games symbiotic enough that they can flow with each other without creating too much of a disturbance in the play style. The original Playstation game has many concepts that are being maintained because they are so important to the basis of this game. The ability to go between classes is key, and the flowing prestige classes system is retained. The integrity of the world of Final Fantasy Tactics is maintained by adjusting the this project starts to get finalized. CHEMIST Apothecaries and alchemists study the science of chemistry. The chemist is the pinnacle of this science, and knows more about concocting and using potions than anyone else. As a chemist progresses, he gains proficiency in the crafting of certain useful items. The chemist is in control of his art, and does not suffer the limitations of a priest, making the chemist an excellent healer. Adventures: Chemists are scientists at heart, always looking to further experiment, invent, and prove new theories. Every chemist has a million uses for every animal, vegetable, and mineral, sometimes adventuring just to find a new venue of research. Party chemists are healers, snipers, and experts. It is quite true that the chemist is one of the best all-around adventuring party members. Characteristics: Chemists are as varied as the types of Wizards in Ivalice. The chemist can be a bookish researcher, a roguish trickster, a vile poison practitioner, or a deadly assassin. Because of the variety of skills available to the chemist, the chemist is a common class for many characters to take at least a few levels in, during the process of their training. Brave/Faith: Because of the advantages having a low brave score has with alchemy, craft, profession, and search checks, the chemist tends to have a low brave score. Chemists training to be mages have high faith scores, but those that do not want such training tend to have low faith scores to reduce the damage they take from magic. Background: A mentor is responsible for teaching an apprentice chemists. Because of the long-term process, there are few characters that ever take the time to completely master the class. Some chemists only train to become spell casters, and spend very few levels in this class. Chemists are just as common in small and large towns. Small town chemists are apothecaries, hermits, and traders. Chemists in large cities are researchers, rare item traders, and aristocrats. Other Classes: Chemists work well with almost any other class, with the possible exception of the Priest and Oracle, who each tread into the chemists own venue of expertise through magic. Knights and Lancers love to have a chemist friend, who can react quickly to any problem. GAME RULE INFORMATION Chemists have the following game statistics. Abilities: Intelligence is valuable to the chemist, and provides bonuses to most of the class skills chemists specialize in. Wisdom is important for the same reasons, and both abilities are important if a character plans to train as a mage. Constitution is the most important ability to many chemists, who need the hit points in order to survive working in the field or surviving an accidental poisoning. Alignments: Any. Hit Die: d8. Class Skills The chemist’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), Spellcraft (Int), Wilderness Lore (Wis), Use Rope (Dex). Skill Points at 1 st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: (8 + Int modifier) Class Features All of the following are class features of the chemist. Armor and Weapon Proficiency: Chemists are proficient with light armor. Chemists are proficient with all knives and guns. In Dungeons and Dragons, chemists are proficient in all simple melee weapons, light crossbows, light armor, and firearms. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried. Bonus Feats: At 1 st level, the chemist gets a bonus feat in addition to the feat that any 1 st -level character gets and the bonus feat granted to humans. The chemist gains an additional bonus feat at 3 rd level and ever two levels thereafter (5 th , 7 th , 9 th ). These bonus feats must be drawn from the following list: (Will be added later) Craft Items: As a chemist progresses, he gains additional items that can be created with an appropriate alchemy, craft, or profession check. Each item has it’s own special cost and requirements, and creates it’s own affect. Chemists use alchemy at a faster rate than normal. Find the item’s market price, and convert it into silver pieces. The chemist must pay the material cost before starting any work. Make a skill check to represent one hour’s work; the DC is listed in the description. If the check succeeds, multiply the check result by the DC. If the result x the DC equals the price of the item in silver pieces, then you have completed the item. (If the result x the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one- half or one-third the time, and so on.) If the result x the DC doesn’t equal the price, then it represents progress you’ve made this hour. Record the result and make a check for the next hour. Each hour you make more progress until your total reaches the price of the item in silver pieces. If you fail the check, you make no progress that hour. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. Potions (Ex): At 1 st level the chemist learns how to craft a simple healing potion that heals 1d8-hit points. This concoction is cheap and simple to make, taking only a few days to make enough for an adventuring party. These same potions can be purchased quite readily in most locations, and the market is relatively lucrative. Against undead, these potions cause 1d8+5 points of damage when delivered as a ranged touch attack, but any splash affect is worthless. Alchemy DC: 15; Market Price: 50 gp. Material Cost: 15 gp. Antidotes (Ex): The chemist can create a potion to stop the affects a poison is having on a person. This potion, when ingested, stops any secondary affects a poison has. This mixture counteracts any secondary poison affect immediately, but does not cure any temporary ability damage already caused by the original affect of the poison. Alchemy DC: 17; Market Price: 50 gp. Material Cost: 15 gp. Eye Drops (Ex): This item cures any temporary blindness affects. Any character that has been blinded will be cured immediately of this ailment with the use of these eye drops. Any permanent blindness is not affected. Alchemy DC: 17; Market Price: 50 gp. Material Cost: 15 gp. Phoenix Down (Su): A Phoenix Down is a feather that revives a wounded creature on contact. Successful application of a phoenix down requires a touch attack against a character with negative hit points (including death at –10). If applied to a dead body, it restores to life with 1d8 total hit points. If applied to an undead body, the creature must make a fortitude saving throw (DC 19) or be reduced to 0 hit points, and therefore destroyed. Alchemy DC: 19; Market Price: 300 gp. Material Cost: 90 gp. Echo Grass (Ex): This herbal mixture soothes soar throats; treats tooth aches, and removes magical silence affects from the patient. This grass removes any non-permanent silence or mute affects on a target, and treats non-permanent deafness affects. Alchemy DC: 21; Market Price: 50 gp. Material Cost: 15 gp. Hi-Potions (Ex) A Hi-Potion is a larger, more concentrated blue tonic that restores 2d8+5 hit points to the imbiber, or 2d8+10 damage to any undead struck with the potion, when used as a grenade-like weapon. Alchemy DC: 20; Market Price: 200 gp. Material Cost: 60 gp. Maiden’s Kiss (Su): The Maiden’s Kiss is a special tincture that when used restores a character who has been poly-morphed or changed by an alter-self spell. They return to their natural form. Maiden’s Kiss can be delivered with a touch attack to any target that has been poly-morphed. Alchemy DC: 20; Market Price 50 gp. Material Cost: 15 gp. X-Potions (Ex): This super-concentrated syrup restores most major wounds a character has been victim of. The imbiber recovers 4d8+20 total hit points immediately after drinking this heavy concentrate. This potion, like its cousins, can be delivered as a grenade-like weapon with a ranged touch attack causing 4d8+20 hit points of damage to undead. Alchemy DC: 30; Market Price 700 gp. Material Cost: 210 gp. Table 1-1: The Chemist Base Fort Ref Will Level Attack Bonus Save Save Save Craft Items 1 +0 +2 +0 +2 Chemist Feat, Craft Potions, Antidotes, and Eye Drops 2 +1 +3 +0 +3 Craft Phoenix Downs and Echo Grass 3 +2 +3 +1 +3 Chemist Feat 4 +3 +4 +1 +4 Craft Hi-Potions and Maiden's Kiss 5 +3 +4 +1 +4 Chemist Feat 6 +4 +5 +2 +5 Craft X-Potions, Soft, and Ethers 7 +5 +5 +2 +5 Chemist Feat 8 +6 +6 +2 +6 Craft Hi-Ethers, and Holy Water 9 +6 +6 +3 +6 Chemist Feat 10 +7 +7 +3 +7 Craft Remedies and Elixirs
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