Post by Mog Boss on Mar 21, 2019 18:31:56 GMT
Equipment
Equipment is extremely important in Final Fantasy, so much so that it scales directly based upon your ability scores - and determines the strength of your basic weapon attacks.
Each person gets 3 Equipment Type Slots, which give them proficiency for a different weapon, or armor type. I.e. Longsword would take 1/3 slots, and Medium Armor would take 2/3 slots, then Dagger would take a final slot.
Once you hit Adept rank, you gain an extra (fourth) type slot. Once you hit Hero, you gain a fifth.
Armor
Light Armor (-1 AC to armor bonus [doesn't go below 1])
Medium Armor (+0 AC to armor bonus, disadvantage on Stealth checks.)
Heavy Armor (+1 AC to armor bonus, halves movement without perks, disadvantage on DEX checks and Stealth.)
Metal Tier Scaling for Weapons & Armor:
(D6 Scaling / +1 AC) Bronze - 400 Gil
(D8 Scaling / +2 AC) Iron - 600 Gil
(D10 Scaling / + 3 AC) Steel - 1000 Gil
(D12 Scaling / +4 AC) Mythril - 4000 Gil
(D16 Scaling/ +5 AC) Adamantine - 8000 Gil
(D20 Scaling | +1 Damage Die / +7 AC ) Orichalcum {Legendary} - Priceless | Legendary tier weapons and armor are immune to Armor / Sword break effects.
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Gilding (Only applies to Weapons):
(Quality Bonus +3) Platinum - 16000 Gil
(Quality Bonus +2) Gold - 8000 Gil
(Quality Bonus +1) Silver - 4000 Gil
[Only one gilding may be applied to a weapon at a time, and it must be applied during the creation of the weapon.]
A weapon with a quality bonus grants a bonus to attack rolls, and damage rolls equal to the Quality Bonus amount.
Melee / Ranged Damage Calculation
Bronze Shield (1H) 2 Damage Reduction
Iron Shield (1H) 3 Damage Reduction
Steel Shield (1H) 4 Damage Reduction
Mithril Shield (1H) 5 Damage Reduction
Adamantine Shield (1H) 6 Damage Reduction
Bronze Tower Shield (1H) 5 Damage Reduction, disadvantage on DEX / Stealth checks.
Iron Tower Shield (1H) 6 Damage Reduction, disadvantage on DEX / Stealth checks.
Steel Tower Shield (1H) 8 Damage Reduction, disadvantage on DEX / Stealth checks.
Mithril Tower Shield (1H) 10 Damage Reduction, disadvantage on DEX / Stealth checks.
Adamantine Tower Shield (1H) 12 Damage Reduction, disadvantage on DEX / Stealth checks.
Equipment is extremely important in Final Fantasy, so much so that it scales directly based upon your ability scores - and determines the strength of your basic weapon attacks.
Each person gets 3 Equipment Type Slots, which give them proficiency for a different weapon, or armor type. I.e. Longsword would take 1/3 slots, and Medium Armor would take 2/3 slots, then Dagger would take a final slot.
Once you hit Adept rank, you gain an extra (fourth) type slot. Once you hit Hero, you gain a fifth.
Armor
Light Armor (-1 AC to armor bonus [doesn't go below 1])
Medium Armor (+0 AC to armor bonus, disadvantage on Stealth checks.)
Heavy Armor (+1 AC to armor bonus, halves movement without perks, disadvantage on DEX checks and Stealth.)
Metal Tier Scaling for Weapons & Armor:
(D6 Scaling / +1 AC) Bronze - 400 Gil
(D8 Scaling / +2 AC) Iron - 600 Gil
(D10 Scaling / + 3 AC) Steel - 1000 Gil
(D12 Scaling / +4 AC) Mythril - 4000 Gil
(D16 Scaling/ +5 AC) Adamantine - 8000 Gil
(D20 Scaling | +1 Damage Die / +7 AC ) Orichalcum {Legendary} - Priceless | Legendary tier weapons and armor are immune to Armor / Sword break effects.
-----------------------------------------------------
Gilding (Only applies to Weapons):
(Quality Bonus +3) Platinum - 16000 Gil
(Quality Bonus +2) Gold - 8000 Gil
(Quality Bonus +1) Silver - 4000 Gil
[Only one gilding may be applied to a weapon at a time, and it must be applied during the creation of the weapon.]
A weapon with a quality bonus grants a bonus to attack rolls, and damage rolls equal to the Quality Bonus amount.
Melee / Ranged Damage Calculation
Bronze Shield (1H) 2 Damage Reduction
Iron Shield (1H) 3 Damage Reduction
Steel Shield (1H) 4 Damage Reduction
Mithril Shield (1H) 5 Damage Reduction
Adamantine Shield (1H) 6 Damage Reduction
Bronze Tower Shield (1H) 5 Damage Reduction, disadvantage on DEX / Stealth checks.
Iron Tower Shield (1H) 6 Damage Reduction, disadvantage on DEX / Stealth checks.
Steel Tower Shield (1H) 8 Damage Reduction, disadvantage on DEX / Stealth checks.
Mithril Tower Shield (1H) 10 Damage Reduction, disadvantage on DEX / Stealth checks.
Adamantine Tower Shield (1H) 12 Damage Reduction, disadvantage on DEX / Stealth checks.
Throwing Weapon (1H) - Half Damage Die, 5 tile range. [Dex]
(Example: 1d4 becomes 1d2.)
+2 to hit.
+2 to hit.
Longsword(1H) 1 Damage Die. [STR]
Versatile (when equipped as 2H, damage die increases 1 step.) +1 to hit.
Versatile (when equipped as 2H, damage die increases 1 step.) +1 to hit.
Hammer (1H) Doubled Damage Die, -2 to hit. [STR]
(Example: 1d4 becomes 1d8.)
+2 flat extra damage per metal tier.
+2 flat extra damage per metal tier.
Axe (2H) Doubled Damage Die [STR]
(Example: 1d4 becomes 1d8.)
Crit range: 19-20
Crit range: 19-20
Dagger (1H) Half Damage Die. [DEX]
Crit range: 18-20
Crit range: 18-20
Whip (1H) Half Damage Die, 3 tile range. [DEX]
Latent +2 to hit. If an opponent's DEX score is lower than the wielder's, Whip attacks gain +3 to hit.
Latent +2 to hit. If an opponent's DEX score is lower than the wielder's, Whip attacks gain +3 to hit.
Greatsword (2H) 2 Damage Die. [STR]
+1 to hit.
+1 to hit.
Katana (2H) 1 Damage Die. [DEX]
2 Damage Reduction penetration per metal tier.
2 Damage Reduction penetration per metal tier.
Spear (2H) Damage Die * 2, 2 tile range. [STR]
(Example: 1d4 becomes 1d8, 1d20 becomes 1d40.)
2 Damage Reduction penetration per metal tier.
2 Damage Reduction penetration per metal tier.
Scythe (2H) 2 Damage Die, 2 tile range. [STR]
Inflicts 'Bleed' on a critical hit.
Inflicts 'Bleed' on a critical hit.
Bow (2H Ranged) 1 Damage Die, attack travels 8 tiles [DEX]
1 Damage Reduction penetration per metal tier.
Shuriken (Ranged) 1 Half Damage die, attack travels 8 tiles. [DEX]
Shuriken have a Crit range of 19, and 3 Shuriken attack rolls may be made per attack action.
1 Damage Reduction penetration per metal tier.
Shuriken (Ranged) 1 Half Damage die, attack travels 8 tiles. [DEX]
Shuriken have a Crit range of 19, and 3 Shuriken attack rolls may be made per attack action.
Focus Sword (1H Melee / Ranged) | As Sword: 1 Damage Die [DEX] | As Focus: 30 Foot Range. Half Damage Die [WIS].
(Focus Swords are a set of a floating, magic crystal alongside a one handed sword of any aesthetic type. The Rapier can be used for melee abilities, or the crystal can be affixed to the bottom of the rapier to turn it into a staff for casting magical abilities.)
Magic Focus Damage Calculations
Staff (2H Magic Focus) [30 Foot Range, Magical Damage] : 1 Damage Die. [INT]
Tome (1H Magic Focus) [30 Foot Range, Magical Damage] : 1 Damage Die Halved. (Example: 1d4 becomes 1d2.) [WIS]
Special Weapons
[Special Weapons take 2 Weapon / Armor slots, and you may only have ONE if ever or at all.]
Sword Spears [2H]: A sword with a relatively medium sized spear shaft affixed as the handle. It can be used as either a spear or a sword.
Both Sword and Spear form require both hands to wield. Scales with Longsword +2 extra damage per metal tier. [STR]
Thief Swords 1H(Special) - Two large long-swords with rather long handles which connect at the base of the pommel to create a bo-staff like weapon, effectively allowing for dual wielding or a single long and large area-covering melee weapon. [Does not require Dual Wield]
Styles:
Combined Form: 1 Damage Die
Dual Sword: Half Damage Die | Crit Range 17-20
Both forms: +2 damage per metal tier
[DEX]
Bolt Rapier 1H(Special) - Basically a Rapier whose blade functions as a drill with an electrical current.
Scales with Longsword, deals Thunder damage.
+1 extra damage per metal tier.
2 Damage Reduction Per Metal Tier
Crit Range: 19-20
[DEX]
Whip Blade 1H(Special) A whip with segmented blades on it. The segments of the blade can detach and reattach, and be manipulated magically as separate razor-blades, for ranged attacks.
Scales with Longsword, but +2 damage per metal tier. 3 tile max range. Can be used for both Melee and Ranged abilities. [DEX]
If an opponent's DEX score is lower than the wielder's, Whip Blade attacks gain +2 to hit.
Akademia Cards 1H(Special) - Very sharp cards which can be thrown as projectiles and summoned back magically.
Scales with Tome, but +3 damage per metal tier. [CHA]
Blitz Ball 2H (Special) A ball that is made super-durable, for the purposes of the game 'Blitz-Ball' - but modified for combat as well. It can have modifications added to it in order for it to be more dangerous, such as razor-blades or other things. When it hits an opponent, it returns to the user automatically. [STR]
2 halved Damage Die. +2 damage per metal tier.
Range: 4 Tiles
Gunblade 1H(Special) - Doesn't shoot bullets. The barrel actually has a propulsion system that the trigger activates, to enhance the velocity and force of a swing if timed correctly.
Scales with Longsword, but can spend 5 Mana to gain either +1 to hit, or +8 additional damage for a single strike per turn by pulsing Mana through the barrel. (This has a 2 turn cooldown.) [Can only pick one effect per use.]
+1 flat damage per metal tier. [STR] {Does not have Versatile.}
Bowsword 2H (Special) - A bow composed of metal, with two blades on either side - and a thin center grip which can notch arrows, along with a metal wire string. It can be used for either Melee Attack Rolls, or Ranged Attack Rolls - and is compatible with both Ranged Abilities and Melee Abilities.
1 Damage Die, +2 flat damage per metal tier. [DEX]
Ba’gangsaw 2H(Special) - A staff with a rotating saw-blade at the end.
Scales with Spear, but +3 flat damage per metal tier. Slashing instead of piercing. [STR]
Buster Sword 2H(Special) - A giant sword with so much length and thickness that every swing is devastating. Takes a very particular type of training as well as 16 strength to wield.
+2 AC when wielded, scales with Greatsword, but +2 flat damage per metal tier. [STR]
Morphing Blade 2H(Special) - A huge greatsword that can shift its segments to make the weapon into multiple forms.
Can shift between Spear, Axe, Longsword, Greatsword, and Whip forms. Each form scales with said weapon, and uses its mechanics. Takes one full turn to shift forms.
+2 flat damage per metal tier.
Gun Arm 1H Ranged(Special) - A semi-automatic gun that is attached in place of your hand -- can be multiple different types of attachments such as rocket fists, hydraulic fists, a drill, grenade launcher, cannon ball launcher, etc.
Scales with Bow, but deals 5 flat additional damage. [DEX]
Magitek Pistols (1H) - 9x required Metal of tier. x1 Elemental Gem (If making an elemental gun)
(Scale with Bow but +1 to hit, and +2 damage per metal tier, have an elemental affinity.)
(Requires Machina Weaponsmith) [DEX]
Magitek Rifles (2H) - 12x required Metal of tier. x2 Elemental Gem (If making an elemental gun.)
(Scales with Bow, but with +2 to hit and +2 damage per metal tier.) (Requires Machina Weaponsmith) [DEX]