Final Fantasy Tactics d20 ...

image Indeks       image Finanse,       image Finanse(1),       image Filozofos,       image Fesenjan,       image Fenix,       

Odnośniki

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
[ Pobierz całość w formacie PDF ]

  • zanotowane.pl
  • doc.pisz.pl
  • pdf.pisz.pl
  • gbp.keep.pl