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 Post subject: The Final Fantasy
PostPosted: Thu Apr 06, 2017 7:22 pm 
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CL's game seems to have stalled because baby. So I'm going to start a 9p sign up for the game I was going to run on the queue at 12 (which is also seemingly stalled). How fitting this title will be if the world completely stalls. Sad but fitting. Edit: Ha, he totally posted while I was drafting this...

The Final Fantasy

So this is one of those complex combat based systems like the Star Wars games of ol'. That said set up will take a while regardless of how fast the slots fill. So lets get into it, shall we?

First we'll go over the setup. This will be a seven on two game. The Heros (the town) will be made up of 2 fighter class, 2 mage class, and 3 support class roles. The Villains (the mafia) will have an open choice as to what roles they want to take on. Each player will start with set of base stats at 1 each. The stats are:

STR - The Strength stat will determine how much physical damage is dealt in an attack.
MP - The Magic Point stat will determine how much magical damage is dealt in an attack.
HP - The Hit Point stat will determine how much damage a player can take before they are KO'd.
Evasion - The Evasion stat will determine an attacks success.

Combat will be pretty basic. Fighter types will use the STR stat to attack other players during the night if they so wish. Mage types will use the MP stat to power their spells. Offensive spells will function in the same manner as physical attacks. Other spells will function like additional HP, Evasion, or support actions depending on the spell cast. Support players will have a combined STR/MP stat that will function in the appropriate capacity for their roles needs at the moment. For an attack to succeed the attacking player's STR or MP stat must be higher than the defending player's Evasion stat. Anything less will simply be dodged. A successful attack will reduce the defending player's HP by an equivalent amount to the attacking player's STR or MP stat. When a player's HP is reduced to 0 they are KO'd. HP will reset at the start of each day.

Each player will be given 30 additional attribute points to distribute in any fashion they wish between their stats. Players will also be given a choice of role classes they wish to play. For the town, to determine which players will be given limited slots if too many players want to roll a certain class, a number will be randomly determined for them between 1-100. The highest numbers will win those roles. Once players have their roles and set their attributes, they will be ready to begin the game. Each player's character at this point will consist of their attributed role with an item and an ability to use each night (unless otherwise stated). Certain roles will already be equipped with their item (most fighter types, for example, will fill their item slot with their weapon). Those that do not start with a pre-determined item will be given a consumable item to start the game with.

The rest of the game will function like a standard mafia game. During each day players will vote for the player they think is a Villain. At the end of day the player with the most votes will be stricken by the Death spell, reducing their HP to 0. During the night players will take their actions in an attempt to uncover their threat. The Villains will masquerade during the day and attempt to subvert the Heros at night.

So with that all in mind and digesting, let's talk roles.

The Fighter Types:

Archer: Item - Bow and Arrow (Item Bonus: Pre-Emptive (passive) - allows the player's actions to resolve before others)
Monk: Fist Fighter (Passive Ability: +3 STR; No inital item)
Knight: Item - Sword (Item Bonus: +1 to HP and STR stats)
Dragoon: Item - Spear (Item Bonus: +5 to Evasion)
Ninja: Item Shuriken (Item Bonus: Vanish (ability) - the player becomes untargetable for the night when activated)

A note about Fighters: Fighters have the innate ability "Attack", which is what allows them to attack. Breaking a Fighter's weapon does not remove their ability to fight.

The Mage Types:

Black Mage: Offensive Spells
Spell set: Poison - deals damage the following night; Ice - deals damage the current night.

White Mage: Healing Spells
Spell set: Cure - Removes damage dealt; Revive - Returns a Player to Active state at the start of the next day.

Red Mage: Defensive Spells
Spell set: Shell - Adds a barrier equal to the caster's MP to the target through the next cycle; Reflect - Any action made to the target will be made to the original actor.

Time Mage: Support Spells
Spell set: Stop - Cancels a player's actions for the next cycle; Quicken - Gives the target Pre-Emptive for the next cycle.

Summoner: Mixture
Summon set: Bahamut - Casts a random offensive spell (Poison, Ice, Death); Faerie - Casts a random defensive or support spell (Shell, Reflect, Stop, Quicken)

A note about Mages: Mage's do not need an item to cast spells. All Mages start out with a random consumable item.

The Support Types:

Machinist: Item - Wrench
Item Abilities: Break - Removes an items bonus effects; Fix - Restores a broken item to original state.
Chemist: Create Item (Ability) - Generates a random consumable item (only 1 may be held at a time).
Mime: Mimic (Ability) - Grants the caster the abilities of the target the following night (day cast).
Mediator: Persuasion (Ability) - Allows the caster to control his targets vote the following day.
Thief: Steal Item (Ability) - Takes an item from the targets item slot in it's current condition.
Item - Unlimited Satchel (Item Bonus: Can hold unlimited amount of items).

A note about Support types: Support Types are generally a mixed bag of effects. Their stats will have the most swing as depending on their function they may not need to utilize all of their stats.

Finally...

The Items

Guard Source - Adds +2 to max HP.
Mind Source - Adds +2 to max MP.
Power Source - Adds +2 to max STR.
Speed Source - Adds +2 to Evasion.
Potion - Restores 50% HP (automatically used if HP would reach 0; rounds down)
Phoenix Down - Revives a player from KO state.
Antidote - Counteracts Poison damage.
Dagger - Grants the possessor the Attack ability; consumed after combat.

That should be everything you need to get started in the sign up/creation phase. The only thing left is ask lots of questions. All the questions.

Player List:

1. Neo
2. Lunchbox
3. KoD
4. Goose
5. nikl-pikl
6. GR?
7. Aaarrrgh
8. Mylen
9. N-P-C

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Last edited by 15377 on Tue May 30, 2017 7:59 am, edited 4 times in total.

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 Post subject: Re: The Final Fantasy
PostPosted: Fri Apr 07, 2017 7:47 pm 
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Seems complicated - I'm in!

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 Post subject: Re: The Final Fantasy
PostPosted: Sat Apr 08, 2017 2:55 pm 
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I'll in too


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 Post subject: Re: The Final Fantasy
PostPosted: Wed Apr 12, 2017 2:15 pm 
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Count me in.


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 Post subject: Re: The Final Fantasy
PostPosted: Wed Apr 12, 2017 2:21 pm 
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And here is the first question: Do we want to wait for a full roster before we design our characters (since some may desire the same role)?


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 Post subject: Re: The Final Fantasy
PostPosted: Wed Apr 12, 2017 2:37 pm 
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I'd probably plan three builds before the roster is set: town 1St choice, town 2nd choice, and mafia build. If you role scum then nobody can bump your build anyway. If you role town then more than likely you'll be set on first or second choice. If you're really crazy like me then you probably already have each setup figured out already.

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 Post subject: Re: The Final Fantasy
PostPosted: Wed Apr 12, 2017 2:39 pm 
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Yeah I'm not gonna apologize for that one.

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 Post subject: Re: The Final Fantasy
PostPosted: Wed Apr 12, 2017 3:07 pm 
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I knew you were Brown Cow.


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 Post subject: Re: The Final Fantasy
PostPosted: Mon May 01, 2017 8:56 pm 
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Sign me up this sounds interesting

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 Post subject: Re: The Final Fantasy
PostPosted: Sun May 14, 2017 4:02 am 
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Let's nuke the town.

/in

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 Post subject: Re: The Final Fantasy
PostPosted: Sun May 14, 2017 4:12 am 
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I could try to join, but I might be a little busy.


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 Post subject: Re: The Final Fantasy
PostPosted: Sun May 14, 2017 9:31 am 
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How much activity would be expected? If it is OK if I only post once every one or two days, I can play.

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 Post subject: Re: The Final Fantasy
PostPosted: Mon May 15, 2017 11:00 pm 
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That'd be fine Aaarrrgh.

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 Post subject: Re: The Final Fantasy
PostPosted: Tue May 16, 2017 2:26 pm 
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Then I'm IN!

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 Post subject: Re: The Final Fantasy
PostPosted: Sun May 21, 2017 7:35 pm 
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lets break it down


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 Post subject: Re: The Final Fantasy
PostPosted: Mon May 29, 2017 5:11 pm 
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This forum officially has only 9 mafia players now.

RIP

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 Post subject: Re: The Final Fantasy
PostPosted: Tue May 30, 2017 5:56 am 
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C'est la vie mon ami.


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 Post subject: Re: The Final Fantasy
PostPosted: Tue May 30, 2017 8:15 am 
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Well then, let's get started. What's a RPG based game without at least one NPC anyway? The players that rolled scum have been PMed instructions to create their build around that. If you did not get a PM stating as such, then please PM me a first and second choice town build complete with stat distribution. We can then begin setting the line up. NPC will plug any holes left in the town and I'll be making his build. Any actions the character will take will follow my standard random selection process.

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 Post subject: Re: The Final Fantasy
PostPosted: Wed May 31, 2017 4:49 pm 
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Coming this July, confirmations...

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 Post subject: Re: The Final Fantasy
PostPosted: Wed May 31, 2017 6:26 pm 
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Probably.

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