kurff
Gamer
BorderFleet Chronicles GM
Posts: 3,049
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Post by kurff on Jun 21, 2008 13:57:46 GMT -5
Of course, such a game as this will need time. So I post it now for consideration.
Black Mages, Red Mages, White mages, Fighters, Theives and Martial Artists...
I have a mage class that could work as the White and black Mage made. THe fighter, thief and MA are already done.
Black or White Mage M.C.C Attribute Requirements: 10 I.Q. or better and M.E. of 10 or better. Racial Restrictions: must be a Black or White Magic adept, Can not be both. Alignment Restrictions: any O.C.C. Skills: Anthropology +10% Archeology +10% Lore: Magic (Black or White) +20% Lore: 2 of choice +10% Land Navigation +5% Wilderness Survival +5% Math: Basic +10% Math: Advance +10% Alchemy +10% HTH: Basic OCC Related Skills: 10+1 at 3rd, 6th, 9th and 12th Communications: any Cowboy: any Domestic: any Electrical: Basic Espionage: Detect ambush and concealment Mechanical: Magical Items and Basic (+5%) Medical: First aid and Holistic medicine(blackmage) Any (white mage) Military: none Physical: any but acrobatics and Gymnastics Pilot: Horsemanship general, boating, sailing Pilot related: any Rogue: Picklocks, Safe cracking and Palming only (Blackmage) None (white mage) Science: any +10% Technical: any +10% Wilderness: any WP: any
Secondary Skills: 4+1 at 4th, 7th, 8th and 12th
Mage Abilities: 1. Initial Spell Knowledge 2 level level ones
2. Learn New Spells.
3: P.P.E. Black Mages start with 2d6x10 + 1d4x10 per level White Mages start with 2d4x10 + 1d4x5 per level
6: Use magic Items
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Post by Marcethus on Jun 22, 2008 0:59:05 GMT -5
To make any Final Fantasy game complete you have to have a Dark Knight.
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kurff
Gamer
BorderFleet Chronicles GM
Posts: 3,049
|
Post by kurff on Jul 18, 2008 22:02:01 GMT -5
Well of course...every game needs villians and anti-heroes.
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Post by Marcethus on Jul 18, 2008 23:09:33 GMT -5
Exactly. I have always loved the Dark Knight
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