This is what I would enjoy role-playing, and I will allow those that are familiar and not familiar with the game to participate!
Onto the specs and questions that may occur:
What classes will be available?
I will allow all classes, even the broken ones, and the unique classes, if certain conditions are met through roleplay. Though I will have characters start as either squires or chemists, to which everyone can watch their characters grow in diversity and perhaps power, or presence. Classes from both games will be included.
What races will be available?
All non-power holding races will be available! If there are powerful races (vampires, werewolves, devils, demons, angels, and others), as long as the player will allow me to give that character bonuses AND weaknesses in a balanced manner that will match well with the setting, they will be acceptable. Humans and furred beings are always acceptable.
How will classes advance?
During combat, every successful action will be rewarded with job points, or, JP. There will also be propositions, or short jobs that will reward those kindly with both money and JP. Not everything will need swords to be swung, but I will try to test the characters in all sorts of ways. The original game's path for class advancement will be followed, special cases being the War of the Lions classes. There is a flowchart around here, somewhere, that can explain most of this. Depending on the player input, the job points required to advance a class level may change, though I am thinking of a 10-15 job point gain per successful action, and a 125-250 per-level requirement for the next levels.
http://finalfantasy.wikia.com/wiki/List_of_Final_Fantasy_Tactics_Jobs <<<<>>>> http://squarehaven.com/games/PlayStation/Final-Fantasy-Tactics/guide/
It shows there are other skills other than Action skills. Can I equip all of them?
The action skills come with the classes. If your character is a squire/chemist, then she/he will have access to each class's action abilities, as long as they are purchased with JP. A character may have one Reaction skill, one Support skill, and one Movement skill, and those skills carry on between the classes, unless changed for other skills of the same nature. Some skills are not as important within the forum version, but they could be useful, if creativity was at foot.
Will my character die?
Tis' unlikely, but it could happen. Before there is an alarm to be set off, death is not always permanent. On the battlefield, priests and chemists can resurrect others, and in some cases, monks can as well, but at a lesser chance of success. Exercising caution, teamwork, and being aware of the surroundings will lead to less character death than not. Though, if the worst happens, and your character dies on the battlefield, there is a 3-turn-post period of time (where your order of posting will come up three times before your character succumbs to death), and if the current battle is finished within that time, your character will not die and can be helped back up.
What will I post when my character is lying on the ground, dieing?
Gurgling sounds, I suppose. You could reach out to the others and spit some blood out, maybe they will get the idea to use a phoenix down on you, or resurrect you in any possible fashion.
What happens after the 3-turn-post limit, and I am not resurrected?
Hopefully this does not happen, truly, as I am a fair GM (game-master). But, in the rare, rare case that it does happen, the character's body will crystallize into a idly spinning, blue crystal, which will be left on the battlefield until someone absorbs its energy. A new character can be easily created, but whatever ranks in a class that the character had will be forfeited. A single class can be picked from the list that the character had, and whatever skills that class had unlocked will be available, while the others vanish. Equipment does not carry over to the new character.
I believe I have asked and answered what may or may not be asked. If there is anything amiss, I will gladly answer it.";
Onto the specs and questions that may occur:
What classes will be available?
I will allow all classes, even the broken ones, and the unique classes, if certain conditions are met through roleplay. Though I will have characters start as either squires or chemists, to which everyone can watch their characters grow in diversity and perhaps power, or presence. Classes from both games will be included.
What races will be available?
All non-power holding races will be available! If there are powerful races (vampires, werewolves, devils, demons, angels, and others), as long as the player will allow me to give that character bonuses AND weaknesses in a balanced manner that will match well with the setting, they will be acceptable. Humans and furred beings are always acceptable.
How will classes advance?
During combat, every successful action will be rewarded with job points, or, JP. There will also be propositions, or short jobs that will reward those kindly with both money and JP. Not everything will need swords to be swung, but I will try to test the characters in all sorts of ways. The original game's path for class advancement will be followed, special cases being the War of the Lions classes. There is a flowchart around here, somewhere, that can explain most of this. Depending on the player input, the job points required to advance a class level may change, though I am thinking of a 10-15 job point gain per successful action, and a 125-250 per-level requirement for the next levels.
http://finalfantasy.wikia.com/wiki/List_of_Final_Fantasy_Tactics_Jobs <<<<>>>> http://squarehaven.com/games/PlayStation/Final-Fantasy-Tactics/guide/
It shows there are other skills other than Action skills. Can I equip all of them?
The action skills come with the classes. If your character is a squire/chemist, then she/he will have access to each class's action abilities, as long as they are purchased with JP. A character may have one Reaction skill, one Support skill, and one Movement skill, and those skills carry on between the classes, unless changed for other skills of the same nature. Some skills are not as important within the forum version, but they could be useful, if creativity was at foot.
Will my character die?
Tis' unlikely, but it could happen. Before there is an alarm to be set off, death is not always permanent. On the battlefield, priests and chemists can resurrect others, and in some cases, monks can as well, but at a lesser chance of success. Exercising caution, teamwork, and being aware of the surroundings will lead to less character death than not. Though, if the worst happens, and your character dies on the battlefield, there is a 3-turn-post period of time (where your order of posting will come up three times before your character succumbs to death), and if the current battle is finished within that time, your character will not die and can be helped back up.
What will I post when my character is lying on the ground, dieing?
Gurgling sounds, I suppose. You could reach out to the others and spit some blood out, maybe they will get the idea to use a phoenix down on you, or resurrect you in any possible fashion.
What happens after the 3-turn-post limit, and I am not resurrected?
Hopefully this does not happen, truly, as I am a fair GM (game-master). But, in the rare, rare case that it does happen, the character's body will crystallize into a idly spinning, blue crystal, which will be left on the battlefield until someone absorbs its energy. A new character can be easily created, but whatever ranks in a class that the character had will be forfeited. A single class can be picked from the list that the character had, and whatever skills that class had unlocked will be available, while the others vanish. Equipment does not carry over to the new character.
I believe I have asked and answered what may or may not be asked. If there is anything amiss, I will gladly answer it.";
I am in!
All the WAY baby! WHOO!
All the WAY baby! WHOO!
Reporting for duty, ma'am.
Wonderful! What I require now is for the starting characters' classes to be picked, the location to be voted upon, and any faction that your character should be apart of can also be selected. A character can begin the game as unaffiliated, belonging to no faction (recommended for beginners!)
The factions are listed, the locations are listed, and the two starting classes to pick from are Squires, the basic fighters and physical attackers, and the Chemists. Villains will be giving a slight boost, but with the chance of more heroes than villains, it should prove to be balanced.
The factions are listed, the locations are listed, and the two starting classes to pick from are Squires, the basic fighters and physical attackers, and the Chemists. Villains will be giving a slight boost, but with the chance of more heroes than villains, it should prove to be balanced.
I don't know the overall game history of Final Fantasy Tactics, but I have played it a few times. I also am familiar with Pen&Paper and Dice role play systems. I think this looks like a lot of fun, but I don't know if you require people to be completely familiar with the FFT universe. Let me know what you're thinking about this because I'd love to join!
Thankfully, I know enough game history for all who wish to play. I only desire of my players to understand the basics: how to interact with others, how to swing their swords, how to travel between places, how to work somewhat as a team. All of which falls under free-form roleplay, and are skills likely not unknown to the common roleplayer~
If you send me a message on what character you are most likely going to enroll, I will assist you in adding three simple stats, for combat, and you can decide whether you wish to start as a Squire, or a Chemist. Squires are the starting fighting classes, with more Hitpoints, and different starting gear, while the Chemist know how to properly handle items, such as potions and phoenix downs. At any time, in any of your posts, you will be able to declare a swapping of classes, to those that you have unlocked (To which I will gladly send you a bright, shining message, declaring what your character has unlocked~), by simply putting this formula on the top of your post:
Squire, level 1.
Chemist, level 1.
(Or what levels they may be.)
The Squire job is then active, it being on top, and the Chemist job is sub-active, being on bottom. Likewise, a Chemist/Squire would look like this:
Chemist, level 1.
Squire, level 1.
But that is for later! Feel free to message me, and I will gladly assist you in character creation/editing.
If you send me a message on what character you are most likely going to enroll, I will assist you in adding three simple stats, for combat, and you can decide whether you wish to start as a Squire, or a Chemist. Squires are the starting fighting classes, with more Hitpoints, and different starting gear, while the Chemist know how to properly handle items, such as potions and phoenix downs. At any time, in any of your posts, you will be able to declare a swapping of classes, to those that you have unlocked (To which I will gladly send you a bright, shining message, declaring what your character has unlocked~), by simply putting this formula on the top of your post:
Squire, level 1.
Chemist, level 1.
(Or what levels they may be.)
The Squire job is then active, it being on top, and the Chemist job is sub-active, being on bottom. Likewise, a Chemist/Squire would look like this:
Chemist, level 1.
Squire, level 1.
But that is for later! Feel free to message me, and I will gladly assist you in character creation/editing.
Would it be possible to have an Eiko like summoner chracter? I mean with the summoner's horn and summoner/white mage mix. I never played Tatics so I'm not sure.
There is a summoner class, and that class does have the iconic horn, along with very nice looking robes. Though it may not be anywhere near the starting classes, it is possible to obtain. I believe it would be possible to obtain a summoner class (and they are power houses, slow, but powerful magic casters) after the Wizard and Time Mage classes.
So it would look like this:
Character begins as a Chemist. Obtains level 2. Switches to Wizard. Obtains level 2 Wizard. Switches to Time Mage. Obtains level 2 Time Mage. Switches to Summoner. It is not too far away, but it will take a little bit of work to become a Summoner. Though White Mages (or Priests, as they are called in the game) are unlocked at the same time Wizards are, after the second level of Chemists.
Tactics does allow using two skill sets, two classes, at the same time, so yes, a Priest/Summoner is completely possible, with time~
So it would look like this:
Character begins as a Chemist. Obtains level 2. Switches to Wizard. Obtains level 2 Wizard. Switches to Time Mage. Obtains level 2 Time Mage. Switches to Summoner. It is not too far away, but it will take a little bit of work to become a Summoner. Though White Mages (or Priests, as they are called in the game) are unlocked at the same time Wizards are, after the second level of Chemists.
Tactics does allow using two skill sets, two classes, at the same time, so yes, a Priest/Summoner is completely possible, with time~
Count me in Tann!
Yay! One Squire, one Chemist, boss minions and a boss. This is coming along nicely!
I meant the actual horn like Eiko has. The outfit makes it look like that "horn" is a mask or something.
If you wish for a character to have a horn on its head, I do not see why not, as it does not affect the game mechanics at all. It could be a sign of latent summoning power! Though, until a character acquires the Summoning class, there would be little summoning happening. Clothing and character appearance are not governed by what little game mechanics I have made, so feel free to do what you wish, in that department.
I figured as much. I'll sign up as a chemist then. Is there a form I can fill out?
A form? I have not created any official paperwork, truly, but I will send a message containing all the important numbers pertaining to the roleplay. The character's creation, or adaptation is left to the player's imagination.
There is currently only one vote for a location, and that is Dorter, a trade city that has all sorts of merchants, a hub of overland trade, and a crossroads of sorts, situated between purchased and militaristic powers. The main locations within Dorter are the Slums of Dorter and Merchant District.
My last final for school is Wednesday, and I believe that is the day, after I take my final test, that I shall begin our game.
Good good You study hard for that.
Me, my most recent semester of college, and a geomancer, from left-to-right! It is completed! I will now begin my multi-post intro!
http://www.rprepository.com/community/forumthread.php?t=6911&p=1#1124179 <<<<Is the start of the roleplay! I hope you all will have fun~
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