Ivalice is an old land, and one filled with history. It is a land that has been scarred by war, and by the actions of the rich and the poor alike. But the days of war have passed. Archadia has made it's peace, and Rozarria must contend with it's own unhappy populace before it can attempt any more expansion. This is not an age of peace and love, but neither is it a time of chaos. Yet...something conspires to turn it into such. The Judges, manifestations of an ancient magic, and powerful natural entities in their own right, have begun to...deteriorate. The clans are the first to notice, being most closely connected to the Judges. It is not a common occurrence, and it began with simple disappearances. A Judge who would not come when called. One of the Codes of Combat disregarded, with no armored figure present to deliver punishment unto the lawbreaker. But...recently, these events have grown darker. A clan found cut to pieces, the only signs of the attacker a few broken pieces of recognizable armor. A bangaa merchant, wielding a Judge's blade and demanding observance of his edicts. One clan found themselves in mortal danger when the Judge decided the punishment for breaking one of the Laws was to be death. And the number, too, has been increasing steadily. Someone must take action, and swiftly, lest the peace so recently won be shattered once more.
Such are these dangerous times. The world seems to be cracking apart once more, just as it finally settles into place. These are the times that try one's soul, and finds it wanting.
These are...
The Judgement Days.
Welcome to Final Fantasy Tactics(A2). Well, really, it's a mashup of FFT and Fire Emblem, because some stuff is just easier with Fire Emblem(and Supports, for example, are just cool). It's mostly Final Fantasy, but combat will probably be fairly similar in some ways, to FEF, even if it's not the same. I'll be adding some classes, making some available to more races, and a lot of stuff will be rearranged, mostly. It's also likely to be horribly unbalanced and unwieldy. That's my fault. My apologies in advance. But anyway! Onto the game!
Here's a template to follow, things will be filled in as you go along.
[b]Name:[/b] Fairly simple, I think.
[b]Race:[/b] There are seven different races; Humes, Bangaa, Nu Mou, Viera, Moogles, Seeq, and Gria. They all have some different jobs available to them and give bonuses to different attributes. See below for details.
[b]Affinity:[/b] This will be decided in effectively the same manner as FEF, though with a slightly larger pool and thus, range of effects. This has a variety of effects.
[b]Attributes:[/b] You have 5 points to distribute, and no more than 3 can be placed in any one attribute.
[b]-Vitality:[/b] Each point increases starting HP by 4, and raises HP growth slightly.
[b]-Willpower:[/b] Each point increases starting MP by 3, and raises MP growth slightly.
[b]-Strength:[/b] Each point increases starting Attack by 1, and raises Attack growth slightly
[b]-Endurance:[/b] Each point increases starting Defense by 1, and raises Defense growth slightly.
[b]-Intelligence:[/b] Each point increases starting Magick by 1, and raises Magick growth slightly.
[b]-Spirit:[/b] Each point increases starting Resistance by 1, and increases Resistance growth slightly
[b]-Agility:[/b] Each point increases starting Skill by 1, and increases Skill growth slightly.
[b]-Swiftness:[/b] Each point increases starting Speed by 1, and increases Speed growth slightly.
[b]-Fortune:[/b] Each point increases starting Luck by 1, and gives some other minor benefits. Luck is not raised by leveling in most jobs.
[b]Bio:[/b] Character bio; appearance, history, personality, etc. Very important, as it is the largest factor in your unique job.
There are seven races in Ivalice, each with pros and cons. Choose carefully, as something like this is not something that can be changed, later on.
Humes: The most populous race in Ivalice, there are a few places where humes have not made their mark. A well-rounded race, humes are equally suited to swordplay and magery.
Attribute Bonuses: +1 to everything, 1 extra point to spend as you please(no, this cannot exceed the standard three point limit of points to spread around)
Moogles: A fluffy pom-pom and bat-like wings set this race apart. Their small stature lends itself to leaping out and surprising people, in which they take great delight. With tiny and nimble hands, moogles excel at a number of unusual Jobs.
Attribute Bonuses: +1 to Vitality, Intelligence, and Swiftness. +2 to Willpower and Agility. +3 to Fortune.
Viera: Members of this tall race with hair of spun silver are often called People of the Wood or Wood People. Viera are lithe of limb and tremendously quick. Their slender bodies grant superior strength and skill.
Attribute Bonuses: +1 to Willpower, Spirit, and Fortune. +2 to Strength, Intelligence, Agility, and Swiftness.
Bangaa: Scales cover the bodies of this reptilian race. Muscled and powerful, bangaa are physically imposing. Their rough, bellicose temperament leads them to pursue mainly warrior-like Jobs.
Attribute Bonuses: +1 to Agility, Swiftness, and Fortune. +2 to Strength and Endurance. +3 to Vitality.
Nu Mou: With a dog-like face and ears that drag along the ground, there is no mistaking a nu mou. Extremely intelligent, they make for powerful mages, but their frail bodies are ill suited for physical combat.
Attribute Bonuses: +1 to Agility and Fortune. +2 to Spirit. +3 to Willpower and Intelligence.
Seeq: A portly, porcine race with stubby legs, one would not expect a seeq to be quick, yet few can match their speed. Though dim-witted and unscrupulous, their knowledge of battle is formidable.
Attribute Bonuses: +1 to Willpower, Endurance, and Swiftness. +2 to Vitality and Agility. +3 to Strength.
Gria: Wings of a dragon and powerful tail distinguish this unique race. Outwardly small, some may even say cute, gria make vicious foes in battle. They have a fierce and competitive spirit.
Attribute Bonuses: +1 to Vitality, Endurance, Spirit, and Swiftness. +2 to Strength, Agility, and Fortune. Also, they can fly.
Jobs are effectively the same thing as classes, in FFT, and they are what determine your abilities, equipment, and stat growths(mostly). Everyone has a unique job, based on their Affinity, Attributes, Bio, and the GM's Ineffable Logic. You start the game as your unique job, and it is, in many ways, the one you will probably be the most often(unless I screw up). If you have something specific in mind, PM me about it, and I'll see how I can fit it in; otherwise, it's probably going to come down to what seems interesting and cool, for such 'trivial' things like the name of the job.
But in addition to everyone's unique job, there are more standardized jobs that people can use, which have their own growths and sets of abilities. It's recommended to change jobs to get what you want or need, and especially to change jobs for the task(and Law) at hand. Not all jobs are available at first. You will often have to Master Abilities to gain access to new ones, information upon which will be revealed once they are unlocked. For now, standard jobs are less important, at least for character creation. If you have played FFT:A2, then you will probably have some idea of what jobs are available to which race, though don't rely on this. Moogles can be rather proficient Alchemists, and Humes are known for being able to do most anything, with some effort, just as an example.
Combat is fairly simple. Your base hit chance is ACC-EVA. Accuracy(ACC) is determined by the weapon, spell, or ability(s) involved, by your Skill, and by your Luck. Evasion(EVA) is determined by any defensive equipment or ability(s) you may have, your Speed, your Skill(to a lesser extent), and your Luck.
Damage formula is as follows; [ATK-(DEF/2)]*MOD=DMG, or [MAG-(RES/2)]*MOD=DMG. That's because there's equipment that can help boost your defensive stats, and equipment will typically help defensive stats more than offensive ones. ATK is the total of your Attack+Equipment/Ability Bonuses. DEF is the total of your Defense+Equipment/Ability Bonuses. MAG is the total of...you get the idea. Modifiers(MOD) apply based on circumstances, like elemental weaknesses or resistances, flanking, or ability effects.
Movement is based on your Job for the number of Move points available each turn, and one tile will typically cost 1 Move point. Some terrain gives bonuses to combat, or penalties, and may take different amounts of MOV to traverse. Terrain also differs in elevation, and the amount of elevation you may traverse in a single tile's movement is determined by your Jump rating. When moving down in elevation, your Jump rating is increased by 2.
You may hold up to five pieces of equipment total, base. You may not equip multiple equipment pieces that would take up the same slot, which are as follows: Right Hand, Left Hand, Arms, Torso, Head, Feet, Neck, Back. What equipment you may equip depends on your Job, save for Accessories; any Job(typically) can use Accessories.
You may(for the moment) equip one Passive Ability, one Reaction Ability, up to two Action Ability sets(one of which must be your current Job's), and one Support Ability. To use or equip an ability without holding the equipment for it, you must have mastered it, which requires you to spend time holding the equipment for it. While holding the equipment, even if the ability is not mastered, you may still use it, if your Job can learn it. There are some other ways to learn abilities(primarily the Blue Mage's, but there are others), but these are not important for the moment.
Guess what! There's other stuff to tell you! Yay!
Some races can't enter water, and some can fly. You can, of course, jump over water if it's a short enough distance, and fliers never have to worry about jumping.
Turns are what I've been putting off deciding on, how to handle the Speed stat. Speed does not allow you to double someone, like in Fire Emblem. Instead, it determines how often your turn comes up. Your turn comes up when your Time Counter is full. In each battle, everyone's Time Counter has the same size; it is equal to (Speed*.8)x10 of the fastest unit present, and you begin the battle with an empty Time Counter. Each 'tick', your Time Counter increases by your Speed stat. When it is completely full, it is drained, excess from that tick is put in, and it is your turn. If multiple units have their turn come up during a single tick, the one with the highest Speed goes first. If that is a tie, the one with the most excess leftover goes. If that is also a tie, the universe explodes(not really, I just roll a die).
During your turn, you may Move and take an Action. You may do this in any order you like; taking an action does not prohibit you from moving, but you cannot(usually) Move both before and after taking an Action. Actions include things such as: Attacking, Using an Action Ability, Using an Opportunity Command, Opening a Chest/Door, Changing Your Equipment, etc. You may choose not to Move, or not to take an Action. If you choose not to Move, your Time Counter is only drained 70%, instead of 100%. If you choose not to take an Action, your Time Counter is only drained 50%, instead of 100%. If you do nothing at all(neither Move nor take an Action) for your turn, your Time Counter is only drained 30%, instead of 100%.
All of this is essentially background stuff, and as much for me to make sure I remember as for you to know the mechanics.
Player List:
1. Kyle Johnson, The Spellthief(kj1225)2. Ash Paradox, The Juggernaut(scapheap)3. Co'Nan, The Mercenary(darkpaladin109)4. Shaka Mocedad, The Grenadier(UltraValican)5. Gafgarion(?), The Dark Knight(GUNINANRUNIN)6. Noss Treal, The Shaman(flabort)7. Hassar, The Outlaw(Deathsword)8. Ashii the Repentant, The Valkyrie(GiglameshDespair)9. Myeong Song, the Forester(USEC_OFFICER)Party Gil: Broke!
Equipment Database