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Final Fantasy-inspired homebrew mechanics

Posted: Wed May 23, 2018 7:36 pm
by willpell
This will be a clumsily assembled index of content I have created "off the cuff", with no playtesting and only a minimal effort to balance with existing 3E or 5E material, solely based on the inspiration I can derive from my current obsession with Final Fantasy V (and eventually IV and VI, when I get around to replaying them). These may be magic items that directly appear in the game, feats designed to approximate Job abilities, or even plot events structured around the storyline of the games. Here's one to get the ball rolling; this OP will be edited into an index of additional content, once I have enough of it to require indexing.

This item is found in the Valley of the Dragons, by searching a skull on the rock face near where you defended the esper Golem (or failed to do so) from the attack of two of the area's endemic undead dragons.
EFFECT: While wearing this armor, you count as a member of the Undead type for all gameplay purposes. Healing magic causes damage to you, Drains targeting you are reversed (so that you gain HP and the caster of Drain loses it), and any Doom effect cast upon you causes you to immediately resurrect at full HP. If killed while wearing this armor, you cannot be restored to life by a Life spell (removing the armor does not make this possible), and if targeted by one while alive, you must save as though targeted by Doom.
(Stats info will depend on the game system being used, so for the moment I am making no attempt at generating them.)

Re: Final Fantasy-inspired homebrew mechanics

Posted: Wed May 23, 2018 8:18 pm
by willpell
The bounty hunter Magisa ambushes the heroes, striking one with a poisoned arrow during the surprise round (this attack does minimal damage, but the poison will cause roughly 5% damage each round unless an antidote is administered; D&D poison mechanics fail to reflect this continuous damage, so something similar to the continuous damage of a Barbazu's glaive attack should be used instead of an actual poison). The attack likely strikes the most vulnerable character, probably after s/he has been lured out by the placement of a personal treasure. Magisa then engages the party in battle; she references the idea of the victim being "a gift for my husband", and when reduced to about half her Hit Points, she calls out "Honey! a job for you!" and Forza enters the fray (perhaps jumping down from an overhead ledge). Magisa then stops casting offensive spells or healing herself, and instead switches to casting buff spells on Forza. Forza should be extremely powerful compared to the party at this point; if they are not able to carefully time their attacks so as to knock Magisa out before she can call for him, they will be hard-pressed to survive the battle, as Forza will usually KO them with one hit, two at the most (use of a tower shield is one of the few ways of thwarting this, but it is difficult for the wielder to protect both himself and whichever character is doing the actual attacking).

Magisa appears as a tall, pale, and scantily clad woman wielding a vine-whip, which can be salvaged after the battle; she seldom makes physical attacks, but can cast Cure Wounds on herself, and attacks with Fire, Ice, Lightning, and rarely Drain spells. Once Forza appears, she will cast Regen on him, followed by. Forza is an immense muscular hulk, whose body pulses with so much energy that parts of it are boiling off into nothingness (the paintings of Boris Vallejo can provide some inspiration for both of these characters, but Forza in particular). If he feels any pain from this deconstruction, it clearly only fuels Forza's rage; he has far more HP than Magisa, and the pair of them combined should have close to twice as much as the entire party.

Despite its exotic appearance, this is a relatively normal weapon, high-quality but essentially no different from those purchasable in stores. Unlike in D&D canon, whips in this universe deal normal (lethal) damage even to armored targets; they also have a chance of inflicting paralysis on the target (use the Dazed condition to represent this in D&D 3E, as targets paralyzed this way are no easier to hit.

Re: Final Fantasy-inspired homebrew mechanics

Posted: Wed May 23, 2018 10:20 pm
by Havard
Some nice things in here! I may borrow some of these ideas. Sadly I never played any of the FF games, so I won't be able to contribute too much.


Re: Final Fantasy-inspired homebrew mechanics

Posted: Mon May 28, 2018 7:31 pm
by Gravesguardian
Taken from the Final Fantasy RPG 3E pdf:

Bone Plate: Tier 2, Cost: 950 gil, Availability: 85%, Armor: 11, Magic Armor: 7, Evasion: +0, Magic Evasion: +0, Equipment Abilities: Shadow Ward.
Tier seems to be an indicator of rarity w/ a Tier 1 being the most common upto Tier 10 being Legendary. Tier 9 equates to Artifacts.
Seems that Shadow Ward gives resistance to Shadow Elements.

Not sure if that kind of info will help you w/ your conversions or not.

Re: Final Fantasy-inspired homebrew mechanics

Posted: Fri Jun 01, 2018 8:32 pm
by willpell
Your characters spot an approaching figure; from her dress, she is apparently a sorceress of some sort, and is carrying a cat-sized reddish toad in one hand. Upon spotting you, she sets the toad down on the dungeon floor and visibly backs away from it, beginning a repetitive chant of "Nar, tor, kir, sar...". The characters have two rounds to defeat her before she completes the spell; she's tougher than she looks, and the toad is MUCH tougher than it should be, and keeps getting underfoot as the characters try to close with its mistress. When her turn arrives, she exclaims "KURURU!" and teleports away; the toad immediately polymorphs into a massive dragon, far above the CR of the characters (it varies which of several dragon-type monsters appears, and there's no way to tell which it will be before it transforms). The first encounter will probably be a wipe, since the characters are completely unprepared for the monstrosity which is unleashed on them; a "save point" mechanic should be in use for the game (possibly involving a Time Mage casting Reset), allowing the characters to get a second chance at killing Alcumia before she can unleash her "pet".

Re: Final Fantasy-inspired homebrew mechanics

Posted: Thu Jun 07, 2018 6:45 pm
by willpell
The players are beset with visions of their loved ones (or, if they have no loved ones, of whatever they most desire and are least able to resist). Falling into a trance and being overwhelmed with intense emotions, they do not notice as their souls are siphoned away by a female figure which stands unnoticed behind their visions. One party member is unaffected - he does not recognize the loved one who appears to him, or some similar issue prevents him from being seduced by the spell - and he refuses Siren's offer to let him go if the others remain in her thrall. He smacks the other heroes to get them out of their trance (for whatever reason, Siren does not prevent him from completing this task), and a battle then ensued.

Siren is a modestly powerful sorceress by the standards of the party's current level, who frequently opens combat by speeding herself up, and can cure her wounds or Silence enemy spellcasters, as well as lashing out with offensive spells. She is largely immune to offensive magic in her normal form, but about halfway through battle, she transforms into something resembling an Undead (the party should have battled mostly undead in the preceding area, for which Siren acts as the "boss fight"). In this form, she is highly resistant to physical damage, and rather than casting spells at the party, she attacks them physically, grappling one character at a time in a crushing "hug" which also leaves them poisoned (this may have been a low-level interpretation of this special attack, and using some form of Energy Drain might be appropriate for a higher-level version of the encounter). In her undead form, Siren is vulnerable to Fire magic, and can also be damaged by healing spells (though Fire works better, and Wind attacks are about comparably effective to Cure spells; Ice and Lightning do basically nothing). If the characters are not spellcasters themselves, they can still defeat Siren if they pour large numbers of healing potions onto her while she is in undead form (she will eventually revert to her "living" state, and will be healed if they continue Curing her after that). She has enough hit points that defeating her is extremely challenging without exploiting her shifting vulnerabilities.

Re: Final Fantasy-inspired homebrew mechanics

Posted: Thu Jun 07, 2018 7:17 pm
by willpell
The holy sword Excalibur ("Eks-Kal-ih-Bur") is one of the most powerful weapons in the world. This is not that sword. This is Excailbur (note the spelling), an intentional mockup of Excalibur created by the dark wizard Enuo 1000 years ago, in a failed bid to prevent the real sword from being wielded against him by one of the Warriors of Legend. As a "Trojan horse" which is largely useless in battle, Excailbur ("Eks-Kay-ul-But") deals only 1 damage when wielded against any enemy (although it never misses, a fact which can be usefully exploited against certain "gimmick" enemies with high evade percentages but low HP), and furthermore, it contains a mystical "tracker" which allows Enuo's modern disciples to monitor anyone who strikes an enemy with it. While this poses no real threat to the party - the enemy is already aware of their existence, and gains little from the knowledge that they are attacking someone, somewhere, with the ersatz weapon - it does mean that when one of the villain's lieutenants mistakes Excailbur for Excalibur and tries to attack the heroes with it, the villain becomes aware of this incompetent act, and activates a "firing" clause in the henchman's "contract of service", banishing him to another dimension and leaving the sword behind.

(Note: All of this is my headcanon; the sword's existence in the game is never explained by the actual fluff.)

Re: Final Fantasy-inspired homebrew mechanics

Posted: Tue Aug 14, 2018 7:53 pm
by willpell

In the first room of this dungeon, the characters find a large pipe which is constantly sucking in air with gale force. Any character who steps in front of the pipe is subject to a Bull Rush effect (equivalent in Strength to a hurricane force wind, though there is no effect on light sources or ranged attacks) to pull him into the pipe; he is propelled through a series of tubes, and eventually the wind force abruptly reverses itself, propelling him out another pipe into a room with two switches.

Once in the switch room, the party has the ability to proceed to the rest of the dungeon. When they first enter, both of the switches are in the Down position. If the leftmost switch is switched to Up, and the party then re-enters the pipe, they are propelled to one of two small rooms with one treasure chest in each (depending on whether or not the rightmost switch has also been raised). In order to reach the bulk of the dungeon, they must set the right switch to Up while the left switch remains Down; setting both switches to Down will allow them to exit the dungeon again, assuming they don't simply cast a Teleport spell to get out.