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Trial Vers. [FF-9]

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Apr 26th, 2015
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  1. FF9 - Fluffless, Demonic Drawbacks Edition
  2. Trial Version (5% Complete.)
  3.  
  4. (Key Concepts)
  5. The Meaning of Life, and in the same vein, Death. Additionally, Life, and Death, in a symbolic Loop.
  6. Paying Homage to the Past. Once more, the Crystals.
  7.  
  8. (Meta Details)
  9. The full events of FF9 occur within 3 months, Jump will therefore start 5 years in advance (Year 1795), shortly before Zidane Tribal begins to investigate into his own heritage.
  10. Age roll is 10 + 1d8.
  11. Gender is freely chosen.
  12. Physical Appearance will be affected by race Chosen.
  13. Race, and Classes are more tied together than in other FFs. It was a stylistic choice to have both the Summoner Tribe and the Genome be classes, rather than races.
  14. Locations, 1d8 roll: 1) Tantalus Airship, Prima Vista 2) Alexandria 3) Black Mage Village 4) Treno 5) Lindblum 6) Burmecia 7) Cleyra 8) Free Choice.
  15.  
  16. =Races=
  17. Human (0 CP)
  18. The most numerous of the races, but has no major peculiarities or distinguishing traits other than how numerous they are. Depending on your background, you'll have a slight boost to your abilities to reflect your focus. Human Drop Ins have a slight boost to their charisma, a necessity developed from trying to fit in to foreign worlds.
  19.  
  20. Qu (0 CP)
  21. A genderless race, with a distinctively strange appearance, and doesn't seem to communicate very well with anybody outside of their race. Not very commonly seen anywhere in Gaia, the way they speak suggests they are from elsewhere - though little of their homeland is known. As a whole, their race seems to be tied with food, and anything food related. Qus have a natural resistance towards ingested poison, and suffer no ill effects from ingesting anything raw or rotten.
  22.  
  23. Black Mage (0 CP)
  24. An artificial race which was created for the purpose of amassing a magical army. As a prototype Black Mage, thankfully you'll have a long enough natural lifespan to survive the full length of your time here. Physically rather frail as the black mage were never designed with long term integrity in mind, they naturally know a wide assortment of low and mid level black magic spells.
  25.  
  26. Burmecian (0 CP)
  27. A race of anthromorphic rodents, who live a reclusive lifestyle away from the majority of humans. With a distinctive culture of their own, many aspects of Burmercian society have human equivalents. Technically split into two castes, the Burmecians, who have embraced the necessity and concept of war and conflict - as well as the Cleyran, who strongly advocate a more pacifist approach to life. The Burmecians, more adapted to war, are also physically stronger than most to start, whereas the Cleyran are more practiced towards all elements of defensive and recovery magic.
  28.  
  29.  
  30.  
  31. =Core Class Concepts=
  32. Drop In - Once again a meta line, to represent elements of gameplay, and the working mechanisms of FF9 (0 CP)
  33. 2 Paths, 1/2/4/6 (Only a single tree will be discounted, so whichever one you decide to pick as a discounted tree - everything else is normal price.)
  34. (Mechanic) - Not that kind. Battle/game mechanics. Trance (6 or 4), SFX (1 lol), Magic Stones (2), Devour (4 or 6)
  35. (Netabare) - Making a return after FF12 in bizarre fashion. Chocographs (1), Unorthodox Pasttimes (2), The Hunt (4)/Tetra Master (4), Ipsen (6)
  36.  
  37. Mage - Embodying concept of life's frailty, tampering with creation, and magic. (0 CP)
  38. 2 paths, 1/2/4/6. (Only a single tree will be discounted, so whichever one you decide to pick as a discounted tree - everything else is normal price.)
  39. (Synthesis) Life, in the sense that it consumes itself, despite flaring up magnificently.
  40. (Destruction) Death, in the sense that some things were never meant to protect, but rather to destroy.
  41.  
  42. Summoner - Representing the Summoner Tribe. The origin of Eidolons, the concept of summoning, and the notion of Crystals against Crystals - with a special mention to a certain Eidolon. The ideas of Eidolons as directly in opposition to Terra, one crystal fighting off another. Intended to present the key thematic concept of callbacks to other FFs. (0 CP)
  43. 1 path, 1/2/4/6
  44. (Evocation) Eidolons, guardians to the living, and deliverers of the dead.
  45.  
  46. Genome - A high entry cost class, intended to represent the key thematic concept of FF9 -> split into two paths, one to mimic Zidane, another to mimic Kuja. (Only a single tree will be discounted, so whichever one you decide to pick as a discounted tree - everything else is normal price.) (700 CP)
  47. (Herald) - Kuja, destructive, brute force, and laying others low with overwhelming force. - Perks tied to most bosses, largely focused on mass destruction, soul control, and subjugation.
  48. (Rebellion) - Zidane, fellowship, overcoming adversity with companions. Perks tied to amplifying companions significantly, drawing on one's bonds with others, befriending people
  49.  
  50.  
  51.  
  52. =Perks=
  53. Drop In [Mechanic]
  54. SFX (100 CP)
  55. -A small boost to magic power.
  56. -It's primary effect is to make flashy (but effect-less) versions of your spells. These don't take any time or energy to cast, but also have none of the effects they would normally have.
  57. -Naturally, it's only effective with spells that actually have some sort of visual/audio effect.
  58.  
  59. Meal Preparation (200 CP)
  60. -When enemies are sufficiently weak, they can be "Devoured".
  61. -Eating them recovers your health and energy by a little bit.
  62. -But it's best if you cook them, after which they'll give you a temporary ability of theirs which lasts for a very short while.
  63. -But I wouldn't go around eating humans, cannibalism isn't nice. I jest, there's no real drawback for cannibalism except you're a monster.
  64.  
  65. Magic Stone Methodology (400 CP)
  66. -Allows the learning of various support abilities through the use of magic stones.
  67. -With sufficient practice, Magic Stones can be formed off of your own skills.
  68. -If you have something to slot these stones in, you could probably teach other people your skills.
  69.  
  70. Trance (600 CP)
  71. -Activates Trance, which changes your physical form (How it changes directly is up to you, but generally it's a very simple cosmetic change, so nothing that drastically alters your body)
  72. -Trance form enhances a single skill/trait line of yours, but consumes energy while in that form. Depending on what skill/trait it enhances, it typically amplifies the effect.
  73. -The Skill/Trait which Trance enhances can be changed once the battle is over, but does not change as long as there is some enemy nearby.
  74. -As the Trance awakens following a surge of emotions, during Trance, the individual is immune to mental control or manipulation.
  75.  
  76. Drop In [Netabare]
  77. Chocograph (100 CP)
  78. -Summons a Chocobo!
  79. -The Chocobo will run away from you on summoning, but it'll also scatter strange items that it finds along the way, typically native ores and other miscellaneous items.
  80. -After a set time, the Chocobo will vanish, but a map will appear in your bag, or around you, demarcating the general location of where it went.
  81.  
  82. Unorthodox Pasttimes (200 CP)
  83. -3 Separate, unorthodox skills.
  84. -Frog Catching: Which allows one to catch frogs from any decently sized water body (A Lake for instance). Frogs caught can be spatially stored, and can be spewed out in rapid fashion when necessary. However, once spewed, you'll have to go back to catching frogs again.
  85. -Rope Jumping: A weird oddity, it seems that people are willing to "donate" things to you when you jump rope. Of course, you'll still have to do it with a high level of finesse, but doing so in crowded places will attract the attention of passerbys - who may eventually leave minor items in tribute. Each time you practice rope jumping, it feels like your dexterity improves by a little bit.
  86. -Mail Delivery: Seriously what kind of past-time is this? Letters will periodically deliver, and should you deliver them to people, they'll reward you with a small monetary token. Of course, some of these letters might have sensitive information...but you're a nice enough person not to read it right?
  87.  
  88. The Hunt (400 CP)
  89. -A skill that only works in populated areas.
  90. -Draws a horde of monsters to attack the areas.
  91. -Presumably, you'll have to fight them off, though thankfully they won't attack you deliberately.
  92.  
  93. Tetra Master (400 CP)
  94. -Allows for the materialization of Tetra Master cards into reality.
  95. -They're limited to very basic actions and skills.
  96. -The stronger the Card, the stronger the skill, but generally it won't be much stronger than the equivalent in universe.
  97. -Enemies drop cards. Once you materialize the Card, it consumes it.
  98.  
  99. Fragment of Ipsen (600 CP)
  100. -Warps the immediate vicinity, such that the sense of direction and spatial orientation for anybody within vicinity is reversed. The concepts of "left, right, up and down" are flipped randomly.
  101. -Given enough time manifesting this, the physical location and orientation of objects, like rooms and stairs can be flipped in any direction, with gravity dictated by you.
  102. -But if not maintained for a sufficient amount of time, things start to revert to normal, starting with gravity normalizing, spatial orientation returning, before finally structures attempting to return to their initial positions.
  103.  
  104. Mage [Synthesis]
  105. Angel's Snack (100 CP)
  106. -Food items consumed by you also have a beneficial healing effect.
  107. -The rarer the food item, the stronger the effect.
  108. -Rare food items may provide a temporary boost to your performance as well.
  109.  
  110. White Mage (200 CP)
  111. -Teaches the abilities of a White Mage.
  112. -All basic abilities of the White Mage are taught.
  113. -A shaky basis of the intermediate spells is learned.
  114. -A very rough understanding of the End Tier spells is there, but you may not have the capacity to use them yet without further research.
  115.  
  116. Cleyran Barrier (400 CP)
  117. -By the power of the crystal, a barrier of air is manifested around you.
  118. -For as long as the crystal exists, the barrier will deflect physical attacks.
  119. -But the barrier receiving an attack, or magic attacks striking it, will result in the crystal taking damage.
  120. -After the barrier falls, it takes some time to rematerialize the crystal.
  121.  
  122. White Waltz (600 CP)
  123. -Creates a Black Mage, but clothed in White Robes.
  124. -Proficient in all manners of White Magic
  125. -Capable of teaching rudimentary White Magic to others.
  126. -Unfortunately, doesn't live for very long, so you better hope people learn fast!
  127. -As it is a rather rough prototype, it's hard to maintain multiple copies.
  128.  
  129. Mage [Destruction]
  130. Infiltration (100 CP)
  131. -Spells fired have a natural corrosive effect on physical objects like armor, and even magical shields.
  132.  
  133. Black Mage (200 CP)
  134. -Teaches the abilities of a Black Mage.
  135. -All basic abilities of the Black Mage are taught.
  136. -A shaky basis of the intermediate spells is learned.
  137. -A very rough understanding of the End Tier spells is there, but you may not have the capacity to use them yet without further research.
  138.  
  139. Doublecasting (400 CP)
  140. -A doppelganger of your casted spell is fired off a short while after the original.
  141. -The doppelganger comes with a weakened effect, but doesn't affect you in terms of energy or casting time.
  142.  
  143. Black Waltz (600 CP)
  144. -Creates a Black Waltz, pretty self explanatory?
  145. -Proficient in all manners of Black Magic, but specializes in a single element.
  146. -Can fly, and are effective shock troopers.
  147. -Rather durable, they are subservient to you, but draw on your energy reserves for their spells.
  148. -The more that are present, the more severe the drain will be on your own reserves.
  149. -Unfortunately, they naturally come prebuilt with a nasty personality.
  150.  
  151. Summoner [Evocation]
  152. The Crystal's Voice (100 CP)
  153. -Your ability to "perceive" the voices of spirits around you becomes stronger.
  154. -You are more attuned to supernatural elements.
  155. -The strength of your summons also increases by a small amount.
  156.  
  157. Memory Evocation (200 CP)
  158. -You can draw into random scattered memories of the dead nearby.
  159. -There's no real control over what memories you get, but it is possible to project these memories onto people nearby, sending them into a vision like trance. This can be resisted, but generally is good for surprising people.
  160. -The properties of your summons can shift slightly in response to the local environment. These shifts are mostly physical adaptation shifts, and nothing that actually changes their combat capacity, but can change their appearance slightly.
  161.  
  162. Crystallization (400 CP)
  163. -Summons can be extracted out of summoners, creating a crystal that allows anybody to utilize the summoning.
  164. -Thankfully, it won't kill the summoner, but whatever contract they had initially would be broken. Perhaps with a very long passage of time, they can reforge it anew.
  165. -Given a very long period of time and constant exposure, it's possible to turn a mundane monster or individual into a summon crystal - but that product is a facsimile of them, and retains only a mere copy of their original personality, and a frozen "snapshot" of their skills.
  166.  
  167. Coalescence (600 CP)
  168. -Your summons grow in response to stimuli, like the Eidolons of Terra.
  169. -Selected summons will retain their memories over time, and shift in both capability and appearance, but this reduces the time they remain manifested per summoning by a little bit.
  170. -Summons will "remember" modifications made to them even when they are returned to their spiritual realms - but their physical forms never change to anything entirely different from the original.
  171. -Summons can learn skills beyond their capacity, but this takes an unearthly amount of time and effort, and is generally limited to the same elemental composition as their natural pool.
  172.  
  173. Genome [Herald] No Discounts
  174. Remorseless (0 CP)
  175. -Nothing seems to deter you from your goal. The concepts of both morale and morals is lost on you, and attempts to subject you to mental affects will either see no effect, or weak attempts will bounce back on the original offender.
  176. Mist: Phobia (0 CP)
  177. -An aura of mist permeates out around you, amplifying the effect of spells.
  178. -However, anyone within vicinity of the mist is subjected to a petrifying fear.
  179. -Illusions of their greatest fears materialize within the area.
  180.  
  181. Mist: Hatred (200 CP)
  182. -The aura of mist permeating around you thickens. Spells tossed against you weaken in effect, though your own spells are unaffected.
  183. -Those within the vicinity are driven to mad rage, and will attack anyone nearby.
  184. -Illusions of their greatest foes materialize within the area.
  185.  
  186. Genome Synthesis-K (200 CP)
  187. -The technology to bring life to dummy bodies.
  188. -The personality associated with these dummy bodies is by default rather haughty and mature.
  189. -The default body is that of a mature human man. They don't seem to age, though they do fall apart.
  190. -Though not capable of experiencing emotion, these dummy bodies are extremely intelligent, and magically inclined - not unlike black mages. Very capable fighters.
  191. -Unfortunately, the creation of these dummies does require an equivalent in terms of living tissue and blood.
  192.  
  193. Soul Divider (200 CP)
  194. -Cuts short the mortal cycle, and within the area, it negates all healing effects entirely.
  195. -Attempts to use any form of healing or regeneration are sapped up by the barrier covering the area.
  196. -An equivalent of mist is generated instead, this mist has a damaging effect on the enemy's mental psyche, and slowly corrodes away at their physical bodies.
  197.  
  198. Mist: Suffering (400 CP)
  199. -The aura of mist permeating around you is now thick enough to stifle vision within the vicinity, though you and your companions are unaffected.
  200. -Those within the vicinity have their wounds reopened, and the effects of healing and regeneration are negated.
  201. -The dead are given form, in the image of those familiar to your foes, and marches down upon them. Though extremely weak, destroying these dead bodies impacts your opponent's mental health.
  202.  
  203. Alexander (400 CP)
  204. -Conjuration of the Eidolon Alexander.
  205. -A massive castle, which while immobile, can generally cleanse its surroundings with a sustained rain of holy beams.
  206. -However, it is remarkably durable, to the point that it is almost guaranteed that by the time it falls apart, its surroundings will be entirely reduced to nothing.
  207. -In an odd perversion of a typical summoning, it can only be summoned in its singularity, but remains present until it is destroyed or banished.
  208.  
  209. Genome [Rebellion] No Discounts
  210. Virtuous (0 CP)
  211. -Whenever you help a person, you naturally feel a bit better about the world around you.
  212. -You'll be able to figure out whenever a person needs help, and know vaguely what needs to be done to help them.
  213. -As you help people, your reputation develops somewhat within the local social sphere, and people seem to regard you more positively.
  214. -Help is a subjective thing.
  215.  
  216. Companionship (0 CP)
  217. -Your bond with your companions is unshakable.
  218. -You'll have a subconscious awareness of their general location if they're separated from you.
  219. -When your companions are in need of help, your strength grows accordingly in order to help them, not that it'll actually surpass the absolute ceiling of your capability.
  220.  
  221. Dyne (200 CP)
  222. -Zidane's Dyne Array of skills. Currently debating this.
  223.  
  224. Genome Synthesis-Z (200 CP)
  225. -The technology to bring life to dummy bodies.
  226. -The personality associated with these dummy bodies is by default very friendly.
  227. -The default body is that of a young human boy. They don't seem to age, though they do fall apart.
  228. -Very cheeky, very mischievous by default, they make talented thieves and with some experience, can be rather sound diplomats.
  229. -Unfortunately, the creation of these dummies does require an equivalent in terms of living tissue and blood.
  230.  
  231. Mutual Bonds (200 CP)
  232. -Nothing seems to faze your mood, or that or your companions. Either you all live in an isolated bubble, or there's something very wrong with your minds.
  233. -Your mood can shift negatively, but being around each other is usually enough to change that back to positive.
  234. -Mental detriments have a significantly reduced effect on yourself and all of your companions.
  235. -Attempts from outsiders to disrupt the bonds you have will fail, irregardless of circumstance.
  236.  
  237. Optimism (400 CP)
  238. -The longer you stay in a place, the more the environment seems to be affected by your presence.
  239. -Your ideas and general mental state seems to affect the people around you somewhat, swaying them to a more agreeable mental state.
  240. -People seem to become generally more hopeful, and more compliant around you.
  241. -With sufficient time and exposure, the concepts of discord and disharmony are lost, and those affected will generally be open to any idea you have in mind.
  242. -Generally, once this state is reached, your area of influence will begin to expand, but it needs to do so by some form of communication, or by you physically extending the area of influence through some sort of action.
  243. -While the effect this has on anyone stronger than you and those outright antagonistic towards you is reduced, they'll find themselves less composed when you are around, a faint, nagging sensation that they do want to join you persists.
  244.  
  245. Reliance (400 CP)
  246. -There's no difference between your companions and yourself, as long as there's a bond between you, it's good to know that they've always got your back.
  247. -In battle, your companions in close vicinity can block blows intended for you.
  248. -Should you wish it, damage can be divided and distributed evenly among all of you present.
  249. -Presuming your companions have similar magic pools, you may cast spells with their amount of energy as well.
  250. -Outside of battle, you can freely teleport yourself to a companion in need of help, or call a companion to you if you need help. The teleport drains a substantial amount of energy dependent on the distance traveled.
  251.  
  252.  
  253.  
  254. =Companions=
  255. Standard import. 300/8. 400 CP for skills. Background is free.
  256.  
  257.  
  258.  
  259. =Items=
  260. No clue about CP costs yet. The number in the brackets is relative value.
  261. Stellazio Coins (50 CP Each)
  262. Silver Fork (100 CP)
  263. -IF YOU EAT THINGS WITH THIS, THEY'LL TASTE BLOODY WONDERFUL. even if they taste terrible normally.
  264. Forged Theater Ticket (100 CP)
  265. -A skeleton key for any show, concert, and such.
  266. Cards (100 CP)
  267. -Triple Triad Cards, this is going to be a default list.
  268. Jewels (200 CP)
  269. -Again, another default list.
  270. Befriending Ore (200 CP)
  271. A strange iridescent rock, which can be given to a wild beast, after which it will remain neutral to you. Given enough rocks, you could turn a monster from aggressive to complacent, but you'll have to make sure that they notice the rocks before they notice you. Collects in a pile of ten, with one replenishing a day when used. No, this doesn't create companions, it just makes things and people more friendly to you. Can pass for a substantial amount of currency to curry favors.
  272.  
  273. Moogle Flute (200 CP)
  274. It's an inconspicuous flute, but when blown, it summons an exasperated Moogle. The Moogle doesn't seem very interested in hearing what you have to say, but it does drop down a portable tent, which can be used once to heal wounds, though the more severe the wound is, the longer the recuperation time. Be careful, because the tent itself doesn't help in preventing enemies from attacking you.
  275.  
  276. I wouldn't abuse this flute too much, as the Moogle can get a bit erratic, and likes to wave his knife around in a dangerous manner.
  277.  
  278. Add Ons (200 CP)
  279. -Roughly similar to Jewels, but while Jewels have a consumable function, Add Ons are really accessories.
  280.  
  281. Iifa Seed (300 CP)
  282. An ominous seed, which feels wholly artificial from the weird aura that it projects out into the area around it. When planted, it will quickly grow into a sapling, after which growth seems to stagnate. It seems, that much like the original tree it sprouted from, this seed will not grow unless exposed to souls of some form. When, after a copious amount of souls, the tree is fully grown, its size still pales in comparison to the actual Iifa Tree.
  283.  
  284. It does however, have a nasty effect of capturing the souls of the dead in the world that it happens to be planted in, and will retain the souls which it is fed. As it gathers more souls, the tree grows more lively, but as the souls get extracted, a bit of the growth retracts. It is possible, with the use of the Iifa Tree, to capture souls and replant them elsewhere in a bizarre twist of the reincarnation cycle.
  285.  
  286. Gulug Stone (300 CP)
  287. A facsimile of an ancient rock of otherworldly origins. It seems to gather magical energies from the environment around it, and in its immediate area, no magic will function be it passive or active as everything is sapped into the stone. But for a stone which stores magical energies, it's not quite certain what it actually does with the stored magic - until it breaks. When it breaks, the stone releases all of the magic contained inside, flooding the world it is currently in with the magic stored within. Capable of bestowing others with magic - it can only bestow a very low level form dependent on how much energy it has sapped.
  288.  
  289. Hade's Synthesis Hammer (300 CP)
  290. -That legendary "FORGE TWO THINGS TOGETHER TO MAKE SOMETHING NEW" hammer.
  291. -Naturally, it's not going to let you keep stacking things together.
  292. -So it's going to follow another [A + B = AB only once] rule.
  293.  
  294. Pumice (300 CP)
  295. A Piece of Pumice, which can be used to call down the Eidolon Ark, though this ability can only be used with long intervals in between as the rock gathers its magic back. Perhaps it would have another use, in another time?
  296.  
  297. Airship (300 CP)
  298. -Given how many bloody airships there are in FF9
  299. -I don't think this can be a non option.
  300.  
  301. =Drawbacks=
  302. The Treasure Hunter (100)
  303. A mysterious four armed thief has found your stash worthy of being stolen from. Anytime you access your warehouse, expect to come out realizing that something has been taken out of it. Immortal, mischievous and greedy, you'll feel his presence soon after you arrive on Gaia - and should you never access your warehouse at all, expect to have most of your gil and food taken, even if it simply vanishes in plain sight.
  304.  
  305. Qu Speech (100)
  306. Nobody seems to speak properly on Gaia, and even telepathic communication has been skewed. Don't expect anyone to understand you, and vice versa. The lack of proper communication will probably have rather significant effects on how day to day life operates - and may well prove to be a problem in itself. Qus, are strangely unaffected - but they can barely communicate properly with the rest of Gaia to begin with.
  307.  
  308. Unnatural Lifespan (100)
  309. The mist wracks at your body as most unnatural substances are want to do. While you won't end up dying naturally from this - your body will grow extremely weak, and your powers are substantially reduced in strength, with the effect worsening over time.
  310.  
  311. Edible (200)
  312. You've incurred a curse from the Qu, and everything seems to find you edible. Expect anybody who sees you to want to take a nibble - or worse, butcher you for dinner. Your companions are thankfully unaffected by this.
  313.  
  314. Mist Warped (200)
  315. The presence of Mist affects you strongly, filling you with hateful thoughts and a strong desire to start conflict. Your companions - and in fact, most of the world, is just as strongly affected as you are. Bypassing your natural resistances, you'll find yourself wanting to start fights wherever you go - to eventually wanting to kill everything in your sight.
  316.  
  317. Oglop?! (200)
  318. You've angered somebody...really badly. Whenever you enter into a fight, your body is transformed into that of an oglop, a tiny orange beetle like insect. Whoever you angered is apparently quite furious at the entire world, as with the passing of time - more and more people will start to transform into oglops. This never seems to affect your enemies however, or anybody who is even the slightest bit antagonistic towards you.
  319.  
  320. Waltz of Destruction (300)
  321. A world gone wrong, as the effects of Mist have been amplified to speed up the master plan. Gone is the facade of peace - and every person on Gaia is immersed in a genuine desire to see all life extinguished. Regardless of where you start, you'll find that a war is waging all across the world. With every death, the master plan comes closer to completion, and when it does, you'll be swept up in it. Besides your companions, every form of life will be out to kill you. If the soulcage rejecting the souls from Gaia could be disrupted, perhaps the effect would be lessened somewhat - but the soulcage is sentient, and it will direct hordes to eliminate you should it even sense you in its vicinity.
  322.  
  323. Disruption of Flow (300)
  324. As you arrived through the Soul Cage, you feel an odd, abrupt sensation as if something disconnected. Any ability and knowledge you have outside of this world have been removed, and isolated until you can somehow destroy the existence blocking the flow of movement in and out of Gaia. Your connection to the warehouse has been permanently severed until your time here is up.
  325.  
  326. Broken Canary (600)
  327. A Princess deceased, a Genome altered. The Genome Zidane Tribal has accepted his role as the Angel of Death, years before he should have even discovered his heritage. Working together with Kuja, both Genomes are dedicated to the complete destruction of life on Gaia, so that Terra can assume its place. Garland has observed your arrival into the world, and sees you as an asset to his plan - by using you as a template for his newest set of Genomes, thereby creating the perfect bodies. Compelled by sensing the overwhelming desire to reduce Gaia to naught, Necron is on the move, and will proceed to wipe out life locale by locale. As the embodiment of nothingness, it has created facsimiles of your skills from the Zero World, and mastered them accordingly.
  328.  
  329. Neither Necron nor Garland see you as bearing any use, having made use of your skills and your body. As such, they'll turn on you the moment you enter this world. You might be able to destroy Garland's plan if you could take out the Soulcage, guarded by armies of your copies - but Necron won't give you the luxury of a static weakness like that. Tarry for too long, and Necron may well see that Garland and it share some similar goals - namely your elimination - and join forces. Better not let that happen.
  330.  
  331.  
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  337.  
  338.  
  339. [Scenarios]
  340. The Scenarios in FF9 will have distinct restrictions similar to drawbacks, and therefore give CP. While neither one is exclusive from the other, one would make the other substantially harder. One is also more of a joke scenario than the other is. Since I don't like writing up whole Scenarios inside the pastebin - just general parse notes follows.
  341.  
  342. =The Eidolon in the Cave=
  343. -Explores the idea of Eidolons growing due to the Gaia Crystal's evolution.
  344. -The manifestation of this idea is Ozma, who is tightly involved in this scenario.
  345. -The Major IF comes from the idea that the Eidolons are involved in the crystal's defense, and it isn't just Eidolon which is present, and growing.
  346. -In a similar fashion to the 13-3 and RO scenario, the scenario clear reward at the end is a 2 way choice.
  347.  
  348. =The Troupe's Performance=
  349. -Your items, abilities and skills are sealed, though passive perks remain to reduced degree.
  350. -You may import 10 companions for free, but they won't have abilities. They'll get 400 CP to spend on skills however.
  351. -You need to stop the events of FF9 from happening, by convincing them through the art of theatrics.
  352. -You're now the Troupe manager, and will have to somehow convince everybody to desist in violence and put aside their plans for domination: through whatever play you can put together.
  353. -You'll also need to find some way to convince people that the Iifa Tree needs to be burnt down.
  354. -Good luck convincing Kuja and Garland. Good luck getting to Garland actually.
  355. -Oh, there's also the matter of Hades and Necron. They're going to be gunning for you eventually, and you'll need to convince them as well that they're wrong.
  356. -I'm not sure Necron has a concept of right and wrong.
  357. -Just why are the people in FF9 so obsessed with opera shows anyways? That's the Major IF really.
  358. -In a similar fashion to the 13-3 and RO scenario, the scenario clear reward at the end is a 2 way choice.
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