Skip to main content

Posts

Showing posts with the label Updates

Playtesters wanted!

I'm getting ready for the next edition of the conversion, but I won't publish it until it's been throroughly playtested! Playtesters get access to the current draft, plus, I've created a Google Plus community for playtesting feedback! Interested? Then click this link!

Version 1.2

Version 1.2 because OCD! Now featuring custom-made cover art by Waned Malavé! Table of contents! More detail added to Resilience. More detail added to Trappings, including potential status effects, and rank requirements. Simplified the Bangaa race. Wrote a quick note on currency in the game-master’s section. “How to enjoy this book” section. “Limit Breaks” section. Minor corrections throughout. Formatting adjustments for better readability. Download it right here! I don't think I'll be making any more updates until we've play-tested the new mechanics. As always, I appreciate your feedback!

Version 1.1

Version 1.1 : Some sections have been re-organized based on player feedback: Items are neatly arranged and divided in sub-tables. Trappings section has been redone. Added alchemic items and potions. Added Blue Magick to Arcane Background (Magick). Chocobos! (Kweh) Added Libra, Chocobo Knight and Gambler as professional edges. Adjusted natural powers for Moogles and Nu Mou. Minor corrections throughout.

Now featuring bonus races!

Update time! As requested by one of my players, I came up with a description to what I imagine a male Viera would be like. Any other race I post here will remain here and not go to the PDF. Also, this is the first entry under the Races  tag. I'll try to post any other race conversions I come up with there. What do you think? Check it out and post a comment! Link:  Viera (male)

Version 1.0! OMG integers!

Getting ready for the first actual game! Version 1.0 includes, major aesthetic changes, a fine-tuned the Seeq description, revolvers and art! That's right! We have art! Custom-made by  +Chris Hunsberger !  Check out his amazing works of art at  http://questingraven.deviantart.com/   We'll be integrating more art in version 1.1. Stay tuned! In the meantime just click on the link on top for the download!

0.9 is GO!

Allright! I deleted the pages with the conversion content and replaced them with a downloadable, printable PDF! Just click the link at the top of the page to be taken to the folder in Google Drive! For now on the blog will be for updates alone! Version 0.9 encompasses all previous work, plus the long-lost items table! I added a paragraph on Magicite and instructions for Ally (NPC) Arcane Backgrounds plus some surprises! The next version will include some art and possibly more edges. Please check it out and tell me what you think!

Of Blue magick and smart phones.

So I've been thinking about the blue mage, and how its gimmicky nature makes it ill-suited for a player character. Then beastmasters, chocobo knights, morphers, and similar job classes came to mind; classes that learn new skills off enemies, items or locations. This form of character advancement would throw Savage Worlds' off balance by randomly making a single player more or less powerful than the others unless the game master keeps throwing "random" encounters at the players, which would then throw the narrative off. These classes are always around because it's fun to find these hidden abilities, and to have this "swiss-army knife" guy in your party. But this isn't one player's party. I'm going to have to write a whole section dedicated to making such characters as allies instead of player characters, and how the entire group can benefit from them. In other news, my new job doesn't allow for much in-desk blogging, so I'll be...

Saving trees

I spent some time today shortening the description for the different races, in order to be more like other Savage Worlds companions. Again I'd like to specify I copied most of the racial info from The Returner's FFRPG . There's more original material now and its more tailored to Savage Worlds. I still recommend going over to their page for reference material. Enjoy!

Why so blue?

I got rid of Blue Mages and anything related. I figure the entire concept is incompatible with Savage Worlds and pen-and-paper roleplaying in general as it is a mechanic designed with single-player games in mind. The process of hunting down creatures and tricking them into using their powers on you can be tedious for one player, let alone a group. In other news, I'm working under the hood, fixing HTML formatting and whatnot. So, the project is not dead!

Redone!

I was trying to migrate this page to the Google Sites, but apparently it’s still being worked on, so all the new stuff I posted there I brought back here. Arcane backgrounds have been redone to be more vague, keeping to de essence of Savage Worlds The professional edges were adjusted accordingly Separated trappings from arcane backgrounds Minor tweaks and corrections Added a more fantasy-ish background Stuff to expect soon: A proper table of contents for each page (I know they’re really long) More professional edges Tips on running battles with miniatures (like in the Tactics series) or narratively (Like in FFX and previous iterations). Downloadable items list (the table is too big to post as HTML) Again, thanks for your support! Feedback is always appreciated!

I think I'm about done...

Well, these are ALL the arcane backgrounds... No more. I went and revisited the entire "Magick" and "Mist" concepts. I also added some formatting, which I'm really proud of because it sort of mimics the writing style of the core rulebook. I suggest you read it from the beginning. ...and I added some Professional edges to spice them up a bit! Having finished with that, I think I'll write a short article on general tips to running a campaign in this setting, and then I'll put togther a quick bestiary, but only the essentials though. Any suggestions?

Almost there!

It wouldn't be a Final Fantasy game without dragoons and bards! Go ahead and check 'em out in the Magick Arcane Backgrounds tab! I'm almost done with the arcane backgrounds. After that, I'll probably make a handful of edges… Post a comment or visit us on the PEGinc forums if you have any requests or feedback!

Colorful Selection

Today I went back to work on Mages. I redid the entire Magick AB and added the Red Mage. I also redid the explanation of the Magick concept, Trappings and elements. Just click on the Arcane Backgrounds - Magick tab on top. I also added the Blue Magick subcategory. This one should be fun unless your GM is a jerk. I would really appreciate your feedback! Post your comments or head over to the PEGing forums! Thanks for reading!

Silent but deadly!

Hey there! Look, a ninja! Never mind, it's gone. Speaking of which, New arcane background: Ninjitsu! Personally, I think this one is awesome. I apologize in advance if the description may seem a bit simplistic and less serious. I wrote this one at home and the kids in the background put me in a silly mood (as opposed to the boss in the background). I believed an agility-based AB would throw the game off-balance a bit because it would also allow the character to excel at fighting AND shooting. To balance it out, the ninja needs BOTH hands to cast. So you either fight or cast. Also, no attack spells, if you wanna kill someone, that's what Katanas are for. Finally, a botched roll will leave 'em shaken AND expose their location. Too bad if you were sneaking around. I updated the Cannoneer to make it make more sense. I hople they are a bit simpler to use now. I also got rid of the machinist, turns out it was too much like a white mage. Finally I did some fine tweaking on the Sta...

Mooglecraft!

Alright, kids, gather 'round, it's update time! Today I updated the Magick Arcane Background. Mages now start with as much Power Points as a Generic Wizard, but start with twice as many spells, this is because they have a limited choice of spells and many are redundant. There is also no serious consequence for failure. What's new, though, is the Mooglecraft Arcane Background! I don't know about you, guys, but to me it sounds like a load of fun to play either Cannoneer or Machinist. The classes take a bit from the Weird Science AB. This background is Agility based, so to balance them out they get to do some extra steps before they can perform their power. These classes are inspired by the Flintlock and Gadgeteer classes from FFTA2. Also, there's a new page: Races! This one isn't really that exiting because I took race descriptions off the web and then followed the rules in the SW handbook. so 99% of the credit goes to the awesome people at http://www.returnergame...

First!

I just posted my very first Arcane bachground, take a look! I figured I could balance the different kinds of mages by limiting the powers they can do. I gave them less power points to force them to start using the "weak version" of the different powers, then they can upgrade. They get more starting spells because I want to make every element (trapping) a separate spell. To compensate for these inconveniences I gave them no penalty for rolling ones. What do you think?