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FFd6 Homebrew

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Mar 14th, 2015
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  1. Destiny
  2. The core premise of this is that Destiny should not be equated to precious, precious firewood. Instead, it should be encouraged to be used more... resourcefully.
  3. Under this concept -and in keeping with the Firewood theme- there are two ways to use Destiny; Spending and Burning.
  4.  
  5. Spending Destiny decreases your Destiny, but only until you Level Up. Once you gain a level, any Destiny Spent is regenerated.
  6. (Enhancing a Roll/ Using a Limit Break*/ Using certain Limit Abilities*/ Summoning*)
  7.  
  8. Burning Destiny decreases your total Destiny forever. You want more, you gotta earn it.
  9. (Blaze of Glory/ Cheat Death/ Using a Limit Break*/ Using certain Limit Abilities*/ Summoning*)
  10.  
  11. Furthermore, a Character may not have more Destiny than their Level.
  12.  
  13. Finally, the following actions are changed:
  14.  
  15. Using a Limit Break Spends 3 Destiny. Furthermore, for every Limit Break you possess, the previous Limit Breaks costs 1 less Destiny to use. [eg; earning all three Limit Breaks makes your 1st cost 1 Destiny, your 2nd 2 Destiny, and your third 3 Destiny]
  16.  
  17. Using a Limit Ability that costs Destiny and has an effect that only lasts one Combat or less SPENDS.
  18. Using a Limit Ability that costs Destiny and has a permanent effect or one lasting a Session BURNS.
  19.  
  20. A character with access to a Summon may Spend Destiny equal to its cost to use any one Non-Astral Flow Ability or Spell as if the Summon had cast it. To fully use and, well, Summon a Summon one must Burn Destiny equal to its cost to bring it into the world.
  21.  
  22.  
  23. Skills
  24. Your maximum Skill Points (Skill Cap) in a given Skill is equal to:
  25. ((1+Level)/2)+((Secondary Attribute)/2)
  26.  
  27. Characters gain skill points at each Level equal to:
  28. (2+Finesse)/2
  29. This applies retroactively, every two points of Finesse grants an additional number of Skill Points equal to your current Level.
  30.  
  31. Lastly, Skills use either Force or Finesse to determine their Skill Cap, as listed below. If a skill is keyed off of both Force and Finesse, you use the higher of the two you possess.
  32.  
  33. Skill Attribute
  34. Athletics Force
  35. Acting Finesse
  36. Awareness Force/Finesse
  37. Escape Force/Finesse
  38. Healing Force/Finesse
  39. Inquiry Force/Finesse
  40. Languages Finesse
  41. Lore(X) Finesse
  42. Mercantile Force/Finesse
  43. Nature Force/Finesse
  44. Negotiation Force/Finesse
  45. Perform Force/Finesse
  46. Scavenge Force
  47. Stealth Finesse
  48. Swimming Force
  49. Synthesis(X)* Force/Finesse
  50. Systems Finesse
  51. Thievery Finesse
  52. Vehicles Force/Finesse
  53.  
  54. *All Synthesis Skill Checks /require/ a Component to craft a piece of Equipment.
  55.  
  56.  
  57. Job Change
  58. Changing your Job does not cost Destiny, however after changing your Job you must suffer a 'cooldown' of gaining another level in that Job before you may switch again.
  59. ...Unless you possess the Onion Knight Shared Ability, which works as normal.
  60.  
  61. HP/MP/Spells are PER-LEVEL based, and you gain Spells when changing Jobs only if you would gain a Spell of that level. (eg, a Warrior 14/ Time Mage 1(15) knows 0 Time Magics, as they don't learn any at Lv15.)
  62.  
  63. Weapon Proficiency carries from Job to Job, stacking.
  64. Armor/Shield Proficiency is based on your Current Job.
  65. Your current Innate Ability is based on your Current Job.
  66. Your Accuracy and Avoidance Bonuses are based on your Current Job.
  67.  
  68.  
  69. Limit Breaks and Abilities
  70. You get your First Limit Break at 3, your Second at 7, and your Third at 11.
  71.  
  72. You get your First Limit Ability at 5, your Second at 9, and your Third at 13.
  73. You can only take a Limit Ability from whatever Job you have the most Levels in, and the following Limit Abilities have an additional requirement of 'You must possess another Limit Ability from this Job'.
  74. Job Limit Ability
  75. Black Mage Crystal Cannon
  76. Blue Mage Metamorphosis
  77. Dark Knight Souleater
  78. Dragoon Highwind
  79. Engineer Soul of Thamasa
  80. Entertainer Montage
  81. Gambler Double Up
  82. Geomancer Beastmaster
  83. Monk Final Heaven
  84. Ninja Evade Magic
  85. Paladin Saint's Cross
  86. Ranger X-Attack
  87. Red Mage Fastcast*
  88. Samurai Ichigeki Hissatsu
  89. Thief Master Thief
  90. Time Mage Rewind
  91. Warrior Parry
  92. White Mage Blessed Existence
  93.  
  94. *May only Fastcast 1 Spell/ Round
  95.  
  96.  
  97. Ability Changes
  98. The Dark Knight's Forceful Intentions Ability now replaces Finesse for determining Skill Points gained when Leveling Up
  99. The Entertainer's Fashionable Ability may not be taken more than once.
  100. The Geomancer's Forest and Underground Offensive Geotrances only deal 2d6+(Highest Attribute x Half Level) non-elemental damage.
  101. The Geomancer's Home Terrain Ability allows the character to always have access to that Geomancy, though they cannot benefit from its Maelstrom effect if they are not a Geomancer.
  102. The Ninja's Shadowbind Ability instead grants them Stop-Touch on all Weapons and Thrown Items.
  103. The Samurai's Break Arts Ability now grants two 'Breaks' each time it is chosen.
  104. The Warrior's Mad Rush Ability instead grants HASTE for four rounds.
  105.  
  106. The Heirloom Shared Ability now grants a T2 Item with the 'Heirloom' Property
  107. -Heirloom: This Item gains an additional Property Slot. The Character may spend the difference in gil between Tiers to 'Upgrade' this Item to its next Tier, automatically gaining new Properties when able. Each time it is Upgraded in this manner, one current Property on the Item may be changed to another for which the Item qualifies.
  108. The Skillful Hero Shared Ability may not be taken more than three times.
  109. The Weapon Training Shared Ability may not grant Shield or Dual-Wielding Proficiency.
  110.  
  111.  
  112. Non-Proficiency
  113. Each Equipped Item a character lacks Proficiency in incurs a penalty of -2ACC, -2AVD, -1 to Opposed Rolls, and -1 Damage Step (To a minimum of x1).
  114.  
  115.  
  116. Statuses
  117. The HASTE Status halves the duration of Per-Round Effects (ie, Buffs/Debuffs with a 4 Round Duration last 2 Rounds.)
  118. -HASTE lasts 2 Rounds.
  119. The SLOW Status doubles the duration of Per-Round Effects (ie, Buffs/Debuffs with a 4 Round Duration last 8 Rounds.)
  120. -SLOW lasts 8 Rounds.
  121.  
  122.  
  123. Elemental Damage
  124. A Spell's Element determines the Attribute used to cast it, as follows:
  125. POWER: Fire & Dark
  126. RESOLVE: Earth & Water
  127. MIND: Ice & Holy
  128. DEXTERITY: Lightning & Wind
  129.  
  130. Non-Elemental Damage defaults to its Spell Entry.
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