Setting Hack: Gonzo Magitech Land
  • Hey everybody! =D

    I like games that include Magitech. I like Final Fantasy, especially IV and VI. I want to create Classes that remind me of the good ol' days.

    I intend to create 20+ Classes but we'll see what happens once my inspiration for Talent creation starts running out. =P I also recognize that many classes can be "emulated" by picking Talents from other classes... so maybe the following list will end up being trimmed down? Or perhaps I'll create more generalized classes and give them a larger than average (6+) pool of Talents to choose from.

    The class list is...

    image

    (removed the Dark Knight class posting, refer to the mediafire link for the full docx)
  • Oh wow, look at you've wrought!

    I highly recommend doing some mind-sharing with Mark Causey, who also posts a lot on these boards, as I understand he's also really into making a Final Fantasy inspired game.

    In the interest in differentiating what separates the FF games from regular fantasy, I'd love to hear more about what you think "Magitech" means (I'm afraid I have no idea). The primary design method I used in coming up with Talents is really doing a great deal of brainstorming as to how each class sort of defined itself separately from the others. In other words, a class should be about what makes it unique and not at all about what it simply does better than the others, if that differentiation makes any sense.
  • I'd recommend Base Classes and have Specialist Classes that require certain Talents. You may not want FF Tactics, but it serves the best basis for most of the FF worlds for progressions.

    Also, you need to add in Status Effects before working on any of the classes. I think they're vital to getting the feel right.
  • @Kiznit: Thanks for the compliment. =D I feared your opinion because you are so good at design so I tried my best with MS Word and Paint. =P
    As for your question... Magitech to me is Magic As Technology, or some criss-crossing thing of that nature. So, folks will have guns but they are powered by magical crystals of some kind or perhaps they draw the very magic required from the operator himself. Basically, Magitech is an excuse to include technology without the 'modern feel' thus maintaining the fantasy.
    As relates to Talents... I have a homebrew game of my own that uses a version of the classes I have laid out, so I am going to pull from a lot of those and just convert 'em over. Problem is, that game is primarily tactical... so some things likely won't translate.

    @Mark: Yeah, as I look across the gamut of Talents needed (100+)... I start to realize that it would make more sense to have a Class like the Dark Knight be a subset of The Fighter... simply add the ability to select Burning the Soul, Reaper Sweep and Night Force then call it good.

    I think what would set Subset/Specialist Classes apart would be that only one class is allowed to draw from them. Thus, only The Fighter in the group could select Dark Knight Talents.
    Or, maybe... ... ... each player may choose a specific Specialist Class that only they can choose Talents from. Hm.

    As for Status Effects... I'm not 100% sure how I'll end up handling that. =P
    I'm not entirely interested in porting FF mechanics over explicitly, more like ideas. That said, I'd like to hear what you think on the subject. :) If Status Effects can be added to the game without bogging it down too much, I would definitely adapt 'em.
  • Well, I've already determined Slow and Haste - Slow requires all actions to take place at Turn 7, Haste allows for two Actions. The rest are still under study, Confuse seems unlikely to be fun to implement at all, given the HP disparity between the two systems.
  • Slow makes sense.

    But shouldn't Haste be the opposite of Slow?
    "Haste allows characters to take actions on Phase 1 regardless of the action taken except for Focused Actions. You announce on Phase 1 and it goes off on Phase 5 (normally 3 then 7)."

    Instead of naming Confuse, you could just make the text for the power work just fine... "Your next action is randomly decided" then you roll two dice, one decides if you betray your allies and the other decides what the action is... So you could have a PC 'Protect' a monster. :P It is a little involved but oh well.

    @Kiznit: Is there any way I could get a hold of the fonts you use? =)
  • So I got to thinking at work yesterday about the classes, what Mark said and how annoying all the Talent writing would be... and I've decided that I am going to go an easier route. =P

    Instead of adding a host of new classes I'll just call these Specialist Classes. (unless someone can come up with a better name!)

    Players choose a Specialist Class in addition to their character's Class during character generation. Specialist Classes offer three unique Talents of which only that PC may acquire.

    This means I won't have to write Inherent Talents, Limitations, Starting Equipment, Level Titles and only three Talents per SC. :) Also, trimmed the Specialist Class list down to 20.

    Well, I had thought about giving each Specialist Class an Inherent Talent and a Limitation so that players could choose between them... but I dunno. :P We'll see about that later, I guess!
  • (removed the Rune Knight class posting, refer to the mediafire link for the full docx)
  • What are these inspired by posts? I'm blocked at a lot of websites here at work.
  • Ah, those are the TinyPic links to the classes I am writing up. I have them as pictures to preserve the formatting for easier viewing. I guess it isn't all that much easier, eh? My apologies Mark.

    The last one is Rune Knight, inspired by Celes from Final Fantasy VI. They can draw magical attacks to themselves and use it to refresh talents, seal spells and create attacks.
  • Can you email them? I'd like to see ... firstname.lastname@gmail.com
  • Yeah, sure. No problem. =)

    The entire point of this thread is for folks to critique my work and call me foul names. =P
    Can't very well do that without the information!!! (or can you...? hmmm)
  • (removed the Exorcist class posting, refer to the mediafire link for the full docx)
  • Okay, so I'm working on the Summoner right now...

    Inherent Talent is going to be a free minion to follow them around that they can remake for free...

    They can call a fallen deity to their aid, spend APs to summon permanent allies and sacrifice summoned allies to protect themselves/others and fuel their own power.

    But I can't really think of a good Limitation. Anti-Social cuz they are use to hanging out with guys they create and control? Hm...
  • Co-dependent - can't function without others around
  • Ah, that is a good one!

    (looks like I should reduce the width on my classes as they are being obscured!)
  • MacLeod said:

    @Kiznit: Is there any way I could get a hold of the fonts you use? =)


    Main font is Georgia.

    "Stylistic" Fonts are La Fraktouille and FFF Tusj. (click for links)

    Sorry for slow response, things are hectic today.
  • Thank you, good sir. :)

    Don't worry about it... Life is hectic, anyone who doesn't understand and empathize with that is a wacko. =P

    PS: La Fraktouille is my new favorite font. =D
  • (removed the Treasure Hunter class posting, refer to the mediafire link for the full docx)
  • I had some other ideas for the Treasure Hunter's third ability... ... ... but I chose Chest of Secrets cuz it seemed fun and different. I dunno if that was a mistake or not. =P

    Oh, if all of these images are going to eff with your stuff, Kiznit, feel free to tell me to stop. =)
  • (removed the Summoner class posting, refer to the mediafire link for the full docx)
  • (removed the Ninja class posting, refer to the mediafire link for the full docx)
  • I know for a fact that the talents I am creating for these Specialist Classes are entirely too focused on combat... though I do believe that many of them will have applications outside of combat.

    If anyone has any suggestions, mechanical critiques and the like... I'd GREATLY appreciate it.

    I'm practically done with all of the classes, I just haven't uploaded any recently. Just got done moving into a new apartment, as well. =P
  • Sooooo... no comments could be good or bad. :P

    I'll just upload a docx to mediafire for folks to download and check out at their own leisure.

    http://www.mediafire.com/?1v5lfgcgpyuvvav

    One note, I know some of the fluff text is pretty weak. Feel free to suggest something better in that area as well as the mechanical aspects.
  • Life's a little crazy for me right now. Heaven knows this is my favorite subject. I'll try to respond soon.
  • Don't worry about, sir. :) I'm just anxious for a little constructive criticism.
  • Oh, and another point I should notate here...

    I intend to use these 'Specialist Classes' in the following fashion...

    "Specialist Classes expand the Available Talents of your Core Class and gives you a choice between two Inherent Abilities and Limitations. Treat Specialist Class Talents just as you would your Core Class Talents."

    Then there is my beta Level Up Guide...

    "1st = Choose an Inherent Ability between Core Class and Specialist Class. Choose one Talent.
    2nd =Choose one Talent.
    3rd = Increase one Attribute by 1. Choose one Talent.
    4th = Choose one Talent.
    5th = You gain 1 Hp. You gain the Inherent Ability that you didn’t choose at 1st Level.
    6th = Increase one Attribute by 1. Choose one Talent.
    7th = You gain 1 Hp. Increase one Attribute by 1.
    8th = Increase one Attribute by 1. Choose one Talent."
  • I wanted to create something analogous to Terra the Half-Esper from FFVI. This is my attempt...

    Avatar Descended
    The Avatar Descended are those beings that belong to a divine bloodline. This lineage surfaces physically with great beauty and sometimes oddities but it always manifests in magical powers. Most Avatar Descended are not aware of their special nature and if they do, are not likely to know who they are descended from specifically.

    Inherent: Infinite Depths
    Reaching into the depths of power your ancestor had access to is like plunging your hand into the ocean. By digging deep, you can come up with some pretty amazing miracles.
    You may spend 2 AP to use any Talent once.

    Limitation: Hunted
    Those in power know of the Avatar Descended and will always seek them out in order to claim their magical powers for themselves.

    Available Talents

    Avatar Form
    [rested, focused]
    You have unlocked the mystery of your blood and can finally tap into its full power. Doing so reveals your true form, something that resembles you but is worlds more elegant, mysterious and powerful.
    Upon transforming, you gain +2 on all rolls and always deal an additional point of damage with all forms of attack. This effect lasts for the rest of the battle. The next attack against you that deals damage has its damage dealt reduced by 1.
    You cannot refresh this Talent with AP.
    Note: The GM may restrict this Talent to a special adventure in order to unlock it.

    Distill
    [rested, reactive]
    Being constructed of the very stuff magic is at its core, you have natural control over magic itself.
    Whenever a Spell is cast in your Arena, you may cancel the Spell and redirect the energy. You or an ally may refresh one Per-Arena Talent.

    Secret Words
    [constant]
    The universe is made up of millions of frequencies across bands unknowable to those without the right ears and tongue. You can speak the secret words of the Worlds and listen just as well.
    You may ‘speak’ to inanimate objects and receive limited responses. The answers given are often very basic and simple but nevertheless very informative. Vegetation and similar living things provide more complex answers but still aren’t on the level of a competent human as far as conversation goes.

    Wake of Awe
    [per-arena]
    The mystical nature of your beauty has a way of cowing even the most mindless beast.
    Upon moving to a new Arena, you may choose either all minions or two other opponents. The chosen opponents cannot enter your Arena until after the next Round.

    X-Magic
    [rested]
    Weaving many frequencies together at once is impossible to most but you are different, Anima is your natural instinct.
    Upon the completion of casting a Spell, you may cast any Per-Arena or Constant Spell you know.
  • Just in case any folks whom are new to the forums want to peruse my creations... ... ... and also a shameless bump cuz I still haven't received any criticisms yet. :P
  • I don't see any "constant", "per-arena" or "rested" indicators in the linked document. Do you have that info?
  • The icons should be flanking the title of the talent... I re-downloaded it and they were there for me.

    I'll upload a PDF instead.
    http://www.mediafire.com/?5r390mppcu21tb0
  • That looks a good deal better. I'll review again and comment...
  • I'll review again and comment...

    Cool. I would greatly appreciate any kind of comments, from constructive criticisms to virtual pats on the back. :P

    That looks a good deal better.


    ...Well, because my PC is currently indisposed... I don't have all of my cool fonts. So the version you have isn't all neat looking.

    And for that, I apologize.
  • Gonna go ahead and bump my own thread here... ... ... in case someone wants to say something about what I've done. =P
  • I'm getting "Invalid or Deleted File" on the download page.
  • Ah, yeah. I saw that it was deleted after I bumped it last. I'm going to update the docx, convert it to PDF and then upload it again soon.

    Sorry.
  • So... I guess I'm going to upload each class separately to google docs. Tell me if it doesn't work.

    I've decided to take on the challenge of making each of the classes I presented before into "full classes" by expanding the Talent selection from 3 to 5. The two added Talents are going to be non-combat based if I can help it at all... as I feel like my previous designs were too combat heavy.

    [Avatar Descended]

    https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B_g-qT914bm-ZGRmOWJlZjgtYTgwNi00YWRiLThlMmYtZjE0NjE0MjBjYzE2&hl=en&authkey=CKre4awF


    One cool item of note... if you click 'File' and then 'Download Original' you can see the cool font I used. =P
  • Comments, suggestions, criticisms, etc, please! :)
  • I have five more done as of this posting... ... ... but I'm wondering if I should bother uploading them?
  • I've looked at the new uploads, and they look a lot cleaner and are very easy to read. Should you continue uploading? I know personally that I won't have a chance to use the classes any time soon, but I like the talent mechanics you're playing with. The Alchemist has some formating issues.
  • Thanks. =) If you have any specific comments on the stuff I've written, feel free to post... even if it is to tell me that something is stupid. =P I know I haven't created anything perfect here which is why I've been clamoring for some constructive criticism!

    But yeah, if you mean formatting issues by the way that the first letter of each Talent is spaced away from the rest of the word then... yeah. ;) Just click, 'File' and then 'Download Original'... which will allow you to see the original formatting (which features neat font).
  • Would you like some feedback? I can't look through all the classes, but I picked out two.

    DRAGOON KNIGHT
    'The common rabble most folks speak' -- 'rabble' is the wrong word here. 'Vulgar tongue'?
    'Etherwinds' -- I know you're drawing on FF here, but if you avoid using their terms you'll avoid infringing their intellectual property.
    Does moving with a Leap refresh all your per-arena powers?
    What is the effect of a weapon gaining the Air Element?

    I love the idea of a mounted warrior without a mount, and I think you've implemented it well.

    MARTIAL ARTIST
    'Additionally, you may refresh Martial Artist Talents in battle even if they are Rested.' What does this mean?
    The Martial Artist, like the Dragoon, has the ability to move as a free action. Does this refresh per-arena powers?
    What's the range of Evoke Anima? Also, it looks very powerful compared to - say - Magic Missile.
    What does it mean to gain a weapon 'Quality'? Does this talent mean that my own body weighs me down as if it were a weapon? I can't really make sense of that.

    Interesting stuff -- thanks for letting us take a look at it.
  • Ah, yeah. Rabble isn't the word I was looking for there. Kind of embarrassing actually. @_@

    Etherwinds is something I made up. At least, I don't recall any game using it. I could be wrong though.
    Anything you see in my classes referring to setting elements are actually tied to a setting that I am writing alongside of these classes for OSH (called Oriengrel). Etherwinds provides some physics-defying propulsion for airships and is the medium through which a goddess exists.

    Any movement performed as apart of a Talent doesn't refresh Per-Arena Talents.
    At least, that is how I interpret it. This is the same issue one might have with the Fighter's Charger Talent. Perhaps that isn't how it was meant to be but that is how I am doing it in my games. Perhaps I should make note of that in each of those Talents...?

    Elements have no mechanical implications right now... ... ... but I intend to stick in a little rule for it. Enemies Vulnerable to an Element will take a -2 AC against said Element while Very Vulnerable enemies will take the penalty and they will take an additional point of damage.

    Normally you cannot refresh Rested Talents during battle. Martial Artists (and Psionics and maybe even Elementalists) can refresh their Rested Talents during battle for the normal cost of 2 AP.

    Evoke Anima should be opponents in your Arena or in an Arena adjacent to yours (or a combination thereof). Yeah, it is a little overpowered when compared to Magic Missile. Hm. I guess the thing that sets EA apart from MM is that you have to roll to hit. Maybe I'll make it 3 opponents for 1 each or 1 opponent for 2.

    Weapon Qualities are Light, Reach, Ranged, Heavy and Very Heavy. When a Martial Artists gains one of these Qualities he fights in an ancient style. Essentially, the reason doing this counts as an item carried is to preserve a bit of balance. I can't really come up with a valid reason why it would count against your maximum items carried... ... ... =P

    Thanks for your comments, sir! I've already made quite a few changes. Please, if you can spare any more of your time... feel free to look at the others and comment. =) I would greatly appreciate it.
  • I have better learned how to use Google Docs and will now provide a link to my collection.
    From here onward, whenever I add a class to the collection... it should automatically update. =D

    [OSH Magitech Classes]

    https://docs.google.com/leaf?id=0B_g-qT914bm-MjYwM2ViMzQtMjQ0Yi00NjAwLWFiMTgtNTJhMGZhYmYzODhi&hl=en
  • I added Armiger, Dark Knight, Exorcist and Tactician to the master collection accessible through Google Docs.

    https://docs.google.com/leaf?id=0B_g-qT914bm-MjYwM2ViMzQtMjQ0Yi00NjAwLWFiMTgtNTJhMGZhYmYzODhi&hl=en

    So now I have the following "done"... ... ...

    * Alchemist
    * Armiger
    * Assassin
    * Avatar Descended
    * Bard
    * Dark Knight
    * Dragoon Knight
    * Druid
    * Elementalist
    * Exorcist
    * Illusionist
    * Martial Artist
    * Tactician

    That is 13 / 19.

    https://docs.google.com/leaf?id=0B_g-qT914bm-MjYwM2ViMzQtMjQ0Yi00NjAwLWFiMTgtNTJhMGZhYmYzODhi&hl=en

    The remaining classes are...

    * Ninja
    * Psionic (I may rename this one Astral Crown)
    * Rune Knight
    * Samurai
    * Summoner
    * Treasure Hunter

    https://docs.google.com/leaf?id=0B_g-qT914bm-MjYwM2ViMzQtMjQ0Yi00NjAwLWFiMTgtNTJhMGZhYmYzODhi&hl=en

    Again, any kind of comments would be welcome. I haven't playtested anything yet so feel free to provide constructive criticism.
  • Added Astral Crown. I'm afraid the Talents that make it up aren't too creative... but should do for now. =P

    https://docs.google.com/leaf?id=0B_g-qT914bm-MjYwM2ViMzQtMjQ0Yi00NjAwLWFiMTgtNTJhMGZhYmYzODhi&hl=en
  • Ninja, Samurai and Summoner have been added. Updated a few others. You can see when they were uploaded for more info on that.

    This leaves Rune Knight and Treasure Hunter. Perhaps tomorrow night I'll have 'em done? Hopefully, only one talent left per...

    Rune Knights specialize in magic defense and counter tactics.
    Treasure Hunters are a combination of Indiana Jones, Setzer Gabbiani and FF Thieves.

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