The kingdom of Ivalice faces a time of hardship. After two gruelling wars, the people are strained near to their limits; entire villages abandoned for greener pastures, farmers taxed to bankruptcy or starvation, and legions of soldiers, abruptly discharged from the army, with no pay and no way to earn it. Honest work is hard to find.
But you heard from a bartender, of a certain man willing to pay well for a sellsword, a scholar, or an adventurer. For someone more concerned with the truth than the effort to unearth it.
After a somewhat lengthy interview with none other than Olan Durai, son of the late Thunder God Cid, you find yourself on an open-faced carriage with a few other adventurers, heading south. For the first time since leaving Dorter, you can taste salt on the air; emerging from the trees, you can see your destination in the distance, a small monastery near a cliff, framed by a sky tinted orange and red.
Yes, we're playing Final Fantasy Tactics. You
might have heard that I've been messing with the system a little bit. I'm storing the game in a Maptools campaign file (Maptools version 89), and I'll be periodically uploading the campaign file so the players, waitlisters, lurkers, stalkers, and other forumgoers can download it and take a detailed look at the battle maps, the lore, the world map, etc. etc. Or, you could stick to the forums; the fights will still have pictures and stuff, but things like the enemies' equipment is going to be lost on you.
The template for a character application is as follows.
-Name: self-explanatory
-Birthday: This will determine your Zodiac Sign, which is important.
-Stat allocations: You have 3 stat points to assign.
**Each point in HP increases your max HP by 6, and HP growth by 1.3.
**Each point in MP increases your max MP by 4, and MP growth by 1.
**Each point in Strength or Wisdom increases that stat by 1.5, and growth for it by 0.4.
**Each point in Speed increases your Speed by 1, and your Speed growth by 0.1.
(growth rates only apply to your Unique class)
You will also need a physical description of your character (include clothing!), and a brief summary of your character's personality (which will determine one of the starting skills for your unique class). You SHOULD provide a short backstory, but it's optional.
For reference, an unaltered new character has 30 HP, 20 MP, 8 Strength, 6 Wisdom, and 4 Speed.
Unique classes' base growths are: HP4.5, MP 4, Str & Wis .8, Spd 0.2.
All charcters start with 150 JP each in Squire, Alchemist, Archer, and their unique class.
The specialty for each birthsign will be loosely based on the boss fight for the associated Esper from Final Fantasy XII. Very loosely.
Note that, with the exception of the first granted skill, even Player Characters with the same birthsign may be given different abilities; after all, not even friends bound by fate share it exactly.
Aries & Belias (March 21 - April 20)
Fire element, melee damage.
lvl1: Burning Strike. Action, 4MP. As caster's basic attack, with +2 strength, fire elemental.
Taurus & Chaos ( April 21 to May 20 )
Wind element, disrupting melee attackers.
lvl 1: Hampering Wind. Action, 8MP. Range 4, cross-shape AoE. BHC 70%. Target must spend 2 Spd to begin moving, for 2 turns.
Gemini & Zalera ( May 21 to June 20 )
Debilitation and factor-dependant spells.
lvl 1: Overwhelm. Action, 6MP. If Target has less HP than caster after normal attack, 60% chance to poison.
Cancer & Zeromus ( June 21 to July 21 )
Gravity-type attacks; more useful against stronger or bigger foes.
lvl 1: Uppercut. Action, 4MP. Basic attack; If target is higher level than caster, add 3x difference to to-hit and damage.
Leo & Hashmal ( July 22 to August 22 )
Earth element, buff then assault.
lvl 1: War Cry. Action, 8 MP. Self and Allies within 2 tiles heal 4 HP, and get +2 Str and +2 Wis for 3 turns.
Virgo & Ultima ( August 23 to September 22 )
Holy element, renewal and revenge.
lvl 1: Spiteful Strike. Action, 8MP. Against enemy that damaged/debuffed an ally last turn, basic attack gets +5 to-hit, +5 damage.
Libra & Exodus ( September 23 to October 22 )
Magic attacks.
lvl 1: Gather Mist. Action, 6MP. Self and allies within 1 tile requires 1 less Spd to cast spells for 3 rounds.
Scorpio & Cuchulainn ( October 23 to November 21 )
Debilitation and debuffing.
lvl 1: Poison. Action, 8 MP. Range 4, cross shape AoE. 60% BHC, targets hit are poisoned.
Sagittarius & Shemhazai ( November 22 to December 21 )
Quick, unrelenting damaging attacks.
lvl 1: Quick Jab. Action, 8 MP. Normal attack with -2 Str, does not contribute to Spd cost increase.
Capricorn & Adrammelech ( December 22 to January 20 )
Lightning element, poison-and-tank combat.
lvl 1: Deflector. Action, 8 MP. Range 4, cross AoE. Targets get +10 Job Evasion for 3 turns.
Aquarius & Famfrit ( January 21 to February 19 )
Water element, team attacks.
lvl 1: Gang Up. Action, 6 MP. Basic attack; every ally adjacent to self or target grants +2 to-hit and damage.
Pisces & Mateus ( February 20 to March 20 )
Ice element, confounds magic users.
lvl 1: Mote. Action, 6 MP. Range 4. Target must spend 1 more Spd to use spells for 3 turns.
Each player will be given a Unique Job (separate from Squire!), which represents their individual personality. At the start of the game, it will have a measly two three abilities available; one based on your birthsign, and two based on your personality.
At the end of each chapter, two more skills will be added to your Unique Job's ability list, based on your birthsign and your recent roleplaying. So roleplay a lot, it makes you stronger. Or, well, more like yourself at least. Go figure.
To begin with, you have access to four jobs: Squire, Alchemist, Archer, and your Unique Job.
In addition to earning Exp at the end of each fight, you also earn JP (Job Points). Job Points are tallied separately for each job, and each character; you will only earn Job Points for your active Job at the end of each battle. Job Points are used to purchase Abilities within that Job. No abilities are usable in combat until you have purchased them with Job Points, with exception of those labelled (innate). Innate abilities are always active when you are in the Job whose ability list they appear on; you can buy them with JP to use when you have a different job active.
At the end of each fight, each character receives 100 JP in their current Job, and 10 JP in the current Job of each of their friends.
(so if everyone is a Squire for a given fight, all six of you will receive 150 JP in Squire. If one of the six of you were an alchemist, they would gain 50 JP in Squire and 100 in Alchemist, and the five squires would each gain 10 JP in Chemist and 140 in Squire)
Each character has five equipment slots: right and left hands, head, torso, and "accessory" (which could be a cape, a pair of boots, or a hairclip, but even if they don't overlap, you can only wear one accessory). Which items you can have equipped in each slot is determined by your active job. Anyone can equip Clothes (i.e. "light armors"), Hats (distinct from helmets), daggers, rods, and staves, regardless of their current job. The exception are Monks, who cannot wear headgear without a support ability, and Mimes, who cannot equip weapons or headgear under any circumstance. Most jobs allow you to equip other things as well.
Each character also has five "ability slots". You are forced to equip the Active ability set of your current job; you may also equip the Active ability set of one other job you have access to. You may also equip one reaction ability, one support ability, and one movement ability. (of course, you must purchase those abilities with JP before you can equip them; see above)
You will be given a chance to change your Job, equipment, and ability setup after you can see the map for a given battle, but only before the battle actually starts; once you have taken your first turn, you may not switch your loadout until the battle has ended (unless you have the Equip Change support ability, in which case you can change only your equipment, but not your Job or Ability setup).
Note that consumable items like potions are stored in Group inventory, and are accessible at all times by anyone with Abilities that allow it; they do not need to be distributed to individual characters before a fight.
In short: everything except talking requires Speed points. Talking is a free action, so monologue as you see fit.
At the start of each turn, you get Speed points equal to your Speed stat (rounded down). At the end of your turn, if you have Speed points remaining, one quarter of them (rounded down) are carried over to your next turn, up to a maximum of 3.
Movement, unless stated otherwise, costs 1 Speed point per tile of movement.
Actions such as attacks and spells get costlier the more actions you perform in a single turn. Your second action costs one Speed more more than listed, your Third action requires two points extra, and so on. (So a basic attack with a sword costs 1 Speed point, your second basic attack in a given turn costs 2 points, and a third basic attack in that same turn costs 3 points. So to make three basic attacks in one turn requires a total of 6 Speed points)
For speed-costly actions (such as high-powered magics), you may start the action on the current turn and finish it on the next one (spending your remaining speed points now and, assuming you don't change your mind, the rest of the speed point cost at the start of the next turn). This is called "charging" an action; when doing so, your Speed Score and C-EVA (Class Evasion, or Job Evasion) do not count against an incoming attack's to-hit chance.
The "basic" to-hit chance is 85%, but is modified by the enemy's Speed stat, their Job, any shield they have equipped, elemental affinities, and which direction you're attacking them from (relative to which way they're facing). If your chance to hit is less than 100%, I roll a d100, and if the result is lower than your to-hit chance, the hit connects. So by default, your chance to hit a squire in the face with a sword is not 85%, but 76%, or 61% if he's got an Escutcheon (the basic shield) equipped. Note that C-EVA (Class Evasion) and S-EVA (Shield Evasion) are halved when attacking from behind in addition to the flanking bonus, so your chance to hit this same Squire in the back of the head is 86%.
Note that magic the to-hit chance of magic is affected by facing just like other abilities.
Your basic damage is simply your Strength stat plus the damage rating of your weapon (there is no "defense" stat, but there are abilities that reduce incoming damage). Your "basic magic damage" is your Wisdom stat plus any bonus granted by your equipment. Abilities that deal damage will have their own damage calculation, and may have a Base Hit Chance of something other than 85%.
Heath (The Fool)
Grace Grizzly (scapheap)
Kyle Johnson (kj1225)
Elizalotte Carnan (tsuchigumo550)
Gregory Mason (GreatWyrmGold)
Geoffrey Myers (Xanmyral)
(GuninAnRunin hasn't made a character) (page... um.)
Jixiu (Fr0stByt3) (page 8 )
Rolep? (Rolepgeek didn't actually specify a name...) (page 11)
The campaign file, as of July 31, after the end of the tutorial fight:
linkyIn-character thread is
here.