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- Destiny
- 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.
- Under this concept -and in keeping with the Firewood theme- there are two ways to use Destiny; Spending and Burning.
- Spending Destiny decreases your Destiny, but only until you Level Up. Once you gain a level, any Destiny Spent is regenerated.
- (Enhancing a Roll/ Using a Limit Break*/ Using certain Limit Abilities*/ Summoning*)
- Burning Destiny decreases your total Destiny forever. You want more, you gotta earn it.
- (Blaze of Glory/ Cheat Death/ Using a Limit Break*/ Using certain Limit Abilities*/ Summoning*)
- Furthermore, a Character may not have more Destiny than their Level.
- Finally, the following actions are changed:
- 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]
- Using a Limit Ability that costs Destiny and has an effect that only lasts one Combat or less SPENDS.
- Using a Limit Ability that costs Destiny and has a permanent effect or one lasting a Session BURNS.
- 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.
- Skills
- Your maximum Skill Points (Skill Cap) in a given Skill is equal to:
- ((1+Level)/2)+((Secondary Attribute)/2)
- Characters gain skill points at each Level equal to:
- (2+Finesse)/2
- This applies retroactively, every two points of Finesse grants an additional number of Skill Points equal to your current Level.
- 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.
- Skill Attribute
- Athletics Force
- Acting Finesse
- Awareness Force/Finesse
- Escape Force/Finesse
- Healing Force/Finesse
- Inquiry Force/Finesse
- Languages Finesse
- Lore(X) Finesse
- Mercantile Force/Finesse
- Nature Force/Finesse
- Negotiation Force/Finesse
- Perform Force/Finesse
- Scavenge Force
- Stealth Finesse
- Swimming Force
- Synthesis(X)* Force/Finesse
- Systems Finesse
- Thievery Finesse
- Vehicles Force/Finesse
- *All Synthesis Skill Checks /require/ a Component to craft a piece of Equipment.
- Job Change
- 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.
- ...Unless you possess the Onion Knight Shared Ability, which works as normal.
- 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.)
- Weapon Proficiency carries from Job to Job, stacking.
- Armor/Shield Proficiency is based on your Current Job.
- Your current Innate Ability is based on your Current Job.
- Your Accuracy and Avoidance Bonuses are based on your Current Job.
- Limit Breaks and Abilities
- You get your First Limit Break at 3, your Second at 7, and your Third at 11.
- You get your First Limit Ability at 5, your Second at 9, and your Third at 13.
- 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'.
- Job Limit Ability
- Black Mage Crystal Cannon
- Blue Mage Metamorphosis
- Dark Knight Souleater
- Dragoon Highwind
- Engineer Soul of Thamasa
- Entertainer Montage
- Gambler Double Up
- Geomancer Beastmaster
- Monk Final Heaven
- Ninja Evade Magic
- Paladin Saint's Cross
- Ranger X-Attack
- Red Mage Fastcast*
- Samurai Ichigeki Hissatsu
- Thief Master Thief
- Time Mage Rewind
- Warrior Parry
- White Mage Blessed Existence
- *May only Fastcast 1 Spell/ Round
- Ability Changes
- The Dark Knight's Forceful Intentions Ability now replaces Finesse for determining Skill Points gained when Leveling Up
- The Entertainer's Fashionable Ability may not be taken more than once.
- The Geomancer's Forest and Underground Offensive Geotrances only deal 2d6+(Highest Attribute x Half Level) non-elemental damage.
- 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.
- The Ninja's Shadowbind Ability instead grants them Stop-Touch on all Weapons and Thrown Items.
- The Samurai's Break Arts Ability now grants two 'Breaks' each time it is chosen.
- The Warrior's Mad Rush Ability instead grants HASTE for four rounds.
- The Heirloom Shared Ability now grants a T2 Item with the 'Heirloom' Property
- -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.
- The Skillful Hero Shared Ability may not be taken more than three times.
- The Weapon Training Shared Ability may not grant Shield or Dual-Wielding Proficiency.
- Non-Proficiency
- 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).
- Statuses
- The HASTE Status halves the duration of Per-Round Effects (ie, Buffs/Debuffs with a 4 Round Duration last 2 Rounds.)
- -HASTE lasts 2 Rounds.
- The SLOW Status doubles the duration of Per-Round Effects (ie, Buffs/Debuffs with a 4 Round Duration last 8 Rounds.)
- -SLOW lasts 8 Rounds.
- Elemental Damage
- A Spell's Element determines the Attribute used to cast it, as follows:
- POWER: Fire & Dark
- RESOLVE: Earth & Water
- MIND: Ice & Holy
- DEXTERITY: Lightning & Wind
- Non-Elemental Damage defaults to its Spell Entry.
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