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jugh3ad
Captain

PostPosted: Wed Apr 26, 2006 8:56 pm


Keyblades

"So this is the Keyblade." - Riku (Kingdom Hearts)

Keyblades are unique weapons. (No, not by availabilty, for the most part.) They operate in a similar manner to normal weapons, but there are a few special rules that need to be laid out.
First, the Keyblade can nver be purchased or sold. It chooses its bearer. The GM giveth, the GM taketh away. Each Keybearer can only have one Keyblade at a time. And I'm waiting until KH2 bfore I consider changing that. Keychains are the modifiers to the Keyblade which alter its combat characteristics. Keychains cannot be bout or sold, they are considered keyitems. (No pun intended.) They to are handed out at the GM's discretion. An availability for the various Keychains is provided to indicate the earliest they should be given out. This number is tenative at the moment, and subject to change. Keychains cannot be changed during combat.
Keyblades are wielded in combat based upon the weilders Weapons (Sword) skill rating.
Due to the origins of the Keyblade, no characer may ever takes the following Advantages or disadvantages for the Keyblade;

* Secret Training
* Signature Weapon


Some Keyblades have three abilities. This is allowed because one of the abilites is a hinderance, rather than a boon. Don't take this as aplying to all weapons. I'm drawing from canon here. Well, the Keychains in Red are drawn from the E-Game. The rest are of my own creation. Future Keychains will replace those.

Availability Keychain Damage Code Abilities Cost
92 Hidden Dragon 2 * Magic + d10 SOS - Magic +1 150
92 Follow the Wind 2 * Magic + d10 Sleep Touch 280
100 Kingdom Key 2 * Magic + d10 --- 125
94 Baton 2 * Magic + d10 Piercing 155
88 Gullwing 3 * Magic + d10 Sensor 1950
86 Photon Debugger 3 * Magic + d10 Lightning Strike 925
88 Folded Key 3 * Magic + d10 --- 790
86 Spellbinder 3 * Magic + d10 Magic +1 1120
78 Fear of the Night 5 * Magic + 2d10 Blind Touch 4250
82 Jungle King 5 * Magic + 2d10 Critical -, ACC +20 ???
82 Moonlit Key 5 * Magic + 2d10 --- 1785
80 Wishing Star 5 * Magic + 2d10 ACC -20, Critical + ???
70 Crab Claw 7 * Magic + 2d10 Water Strike 4060
72 Dream Key 7 * Magic + 2d10 --- 3465
70 Three Wishes 7 * Magic + 2d10 MP Damage 4095
70 Hungered Fang 7 * Magic + 2d10 HP Drain 4200
59 Cutting Edge 9 * Magic + 3d10 Piercing 6050
63 Forgotten Key 9 * Magic + 3d10 --- 5460
59 Pumpkin Head 9 * Magic + 3d10 Mental Down Touch ???
61 Subtle Striker 9 * Magic + 3d10 Silence Strike 6000
48 Fairy Harp 11 * Magic + 3d10 Magic +1 11850
51 Monochrome 11 * Magic + 3d10 SoS - Protect ???
54 Hallowed Key 11 * Magic + 3d10 --- 8295
48 Lady Luck 11 * Magic + 3d10 M.ACC +30 ???
43 Soul Stealer 13 * Magic + 4d10 Death Touch 13650
45 Great Key 13 * Magic + 4d10 --- 11235
41 Olympia 13 * Magic + 4d10 Triple Critical ???
40 Oathkeeper 13 * Magic + 4d10 MP +10% ???
33 Divine Rose 15 * Magic + 4d10 Speed +1, Magic +1 20580
35 Finality Key 15 * Magic + 4d10 --- 14700
33 Griever 15 * Magic + 4d10 Magic +2 16500
30 Metal Chocobo 15 * Magic + 4d10 Critical -, Piercing ???
Artifact Diamond Dust 17 * Magic + 5d10 Magic -3, Ice Elemental, Frozen Strike
Artifact Oblivion 17 * Magic + 5d10 MP-10%, Critical++
Artifact Road to Dawn 17 * Magic + 5d10 Holy Strike, Shadow Strike
Artifact Unlocking Key 17 * Magic + 5d10 ---
Unique Beautiful Dreamer 19 * Magic + 5d10 Death Touch, Sleep Touch
Unique King's Key 19 * Magic + 5d10 ---
Unique One Winged Angel 19 * Magic + 5d10 Critical -, Triple Critical, Break Damage Limit
Unique Ultima Key 19 * Magic + 5d10 Critical ++, Piercing

Weapon Abilites
- [Attribute/Combat Statistic]. This weapon penalizes the stated attribute or combat statistic by the given ammount for as long as it remains equipped. For example, a character wielding a -2 Str weapon with 14 Strength is considered to have an effective strength of 12. The minimum value for any attribute is 1, regardless if the penalty would push it below that point.
Critical-. This weapon is dull or blunt beyond normal, and while it is still an effective combat tool, the chance of scoring a Critical Hit are reduced by 5. Any d% roll of 1 to 5 is considered to be a Critical Hit with this weapon.
PostPosted: Wed Apr 26, 2006 9:32 pm


Shields used as Weapons

"Take that!" - Goofy (Kingdom Hearts)

Shields as Weapons is based on the idea by DR. What follows is adapted from the ORD; Shields as Weapons from the Returner Games Wikiwiki.

Only classes which can use a Shield as a piece of armor can use one as a Weapon (therefore, the Dragoon, Fighter, Knight, Swordmaster, Blue Mage, Dark Knight, Paladin, Rune Knight, Magic Knight and Red Mage can use a Shield as a Weapon). The Shield a d6 weapon because of the abilities, usually of which you get two.

Additionally, Shields used as weapons are used two-handed. One-handed lets you use them as Shields ONLY. As for weapon abilities, they're just as usuable; though Thunder Slash might sound a bit silly, for instance, you may opt to call it something like Thunder Smash. Names here are from the basic Shields list found in Chapter 6 of the core Rules. Adding in the KH shields would produce a weapon selection to unwieldly for now. Should expanded weapon lists be introduced, then I shall then adapt the KH names. Or you could just change the names.

Type Cost Availability Damage Def. M.Def. Abilities
Buckler 95 94 2 x STR + 1d6 +4 +1 ---
Escutcheon 230 92 2 x STR + 1d6 +4 +1 Sensor, +1 AGI
Bronze Shield 600 89 3 x STR + 1d6 +9 +3 ---
Alert Targe 840 87 3 x STR + 1d6 +9 +3 Sleep Proof, STR+1
Heavy Shield 1360 83 4 x STR + 2d6 +14 +5 ---
Opal Shield 1680 81 4 x STR + 2d6 +14 +5 Earth Ward, Stone Killer
Silver Shield 2640 74 5 x STR + 2d6 +19 +7 ---
Rainbow Shield 3360 72 5 x STR + 2d6 +19 +7 Zombie Proof, Piercing
Mithril Shield 4160 64 6 x STR + 3d6 +24 +9 ---
Force Shield 4860 62 6 x STR + 3d6 +24 +19 Wind Strike
Gold Shield 6320 54 8 x STR + 3d6 +29 +11 ---
Shell Targe 7680 52 8 x STR + 3d6 +29 +11 SOS-Shell, Sleep Strike
Diamond Shield 8640 45 9 x STR + 4d6 +34 +14 ---
Soul Shield 9360 43 9 x STR + 4d6 +34 +14 Condemn Proof, +1 MAG
Plantia Shield 11160 35 11 x STR + 4d6 +39 +16 ---
Kaiser Plate 12120 33 11 x STR + 4d6 +39 +16 +2 STR, Critical+
Crystal Shield --- Artifact 12 x STR + 5d6 +64 +19 MP Damage
Venetian Shield --- Artifact 12 x STR + 5d6 +44 +19 Fire/Ice/Thunder Ward, Holy Strike
Genji Shield --- Unique 14 x STR + 5d6 +64 +32 ---
Aegis Shield --- Unique 14 x STR + 5d6 +49 +22 Seal Proof, Triple Critical

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Thu Apr 27, 2006 9:50 am


New Items

"No discounts 'cause you're our Unlce!" - Huey, Dewey, Louie (Kingdom Hearts)

(I'm working on this!!!! - JonB)

Support Items
This table below shows non-cannon uses for some Key items.
Item Name Cost Availability Effect
Aero Arts 250 44 Target: Single, E: Wind (4)
Cure Arts 250 44 Target: Single, E: Recovery (4)
Fire Arts 250 44 Target: Single, E: Fire (4)
Ice Arts 250 44 Target: Single, E: Ice (4)
Lightning Arts 250 44 Target: Single, E: Lightning (4)
Gravity Arts 250 44 Target: Single, E: Shadow (4)
Stop Arts 250 44 Target: Single, W: Time (4) (All Time Status roll at (Magic Accuracy - Magic Evasion) instead of normally.)

Bright Shard 400 50 Target: Single, Mental Up (2)
Bright Gem 900 32 Target: Single, Mental Up (4)
Bright Crystal --- Artifact Target: Group, Mental Up (4)
Lucid Shard 400 50 Target: Single, Magic Up (2)
Lucid Gem 900 32 Target: Single, Magic Up (4)
Lucid Crystal --- Artifact Target: Group, Magic Up (4)
Power Shard 400 50 Target: Single, Power Up (2)
Power Gem 900 32 Target: Single, Power Up (4)
Power Crystal --- Artifact Target: Group, Power Up (4)

Recovery Items
KH Item Name FFRPG Item Name
Small Health Ball Tonic
Health Ball Potion
Large Health Ball Hi-Potion
Supreme Health Ball X-Potion
Small Aether Ball Tincture
Aether Ball Ether
Large Aether Ball Hi-Ether
Supreme Aether Ball X-Ether

Acessories
If the item has an FFRPG equal already, I will simply point out that relation, and not repeat the information for the item.
Item Name Cost Availability Effect FFRPG Equivalent
Guard Earring 250 93 Evasion +5
Blizza Ring 1250 82 R: Ice
Fir Ring 1250 82 R: Fire
Thunda Ring 1250 82 R: Lighting
Magic Armlet 1550 80 MP +5%
Dark Ring 1500 80 R:Shadow, Evasion +5
Ifrits Horn 1650 78 R: Fire, Magic Evasion +5
Atlas Armlet 2000 77 HP +5%, Evasion +5
Master Earring 2000 77 Evasion +10, Magic Evasion +10
White Fang 1800 77 Str +1, Evasion +5
Rune Armlet 2300 76 MP +5%, Magic Evasion +5
Blizzara Ring 2500 75 I: Ice
Fira Ring 2500 75 I: Fire
Thundera Ring 2500 75 I: Lighting
Brave Warrior 2800 72 HP +5%, Strength +1
Angel Bangle 3300 70 HP +10%, Evasion +10
Energy Bangle 5000 65 HP +15%, Evasion +5
Element Ring 4000 63 R: Fire, Ice, Lightning
Inferno Band 4500 63 R: Fire, Shadow, Magic Evasion +10
Blizzaga Ring 5400 59 A: Ice
Firaga Ring 5400 59 A: Fire
Heart Guard 7000 55 HP +15%, Evasion +20
Ravens Claw 8000 53 R: Shadow, Str +2, Magic Evasion +10
Holy Circlet 9000 48 R: Fire, Ice, Lightning, E: Holy
Ray of Light 10400 44 HP +15%, MP +5%
Three Stars 10000 44 R: Fire, Ice, Lightning, Magic Evasion +20
Golem Chain 13200 36 Str +3, Evasion +5
Titan Chian 15000 34 Str +3, Magic Evasion +10
Crystal Crown --- Artifact HP + 10%, MP +5%, Str +1, Magic Evasion +10
Omega Arts --- Artifact HP +15%, Str +3, Evasion +15
Gaia Bangle Zephyr Cape
Power Chain Power Wrist
Protect Chain Small Mantle
Protera Chain Tiger Mantle
Protega Chain Behemoth Mantle
Ribbon Ribbon
Thundaga Ring Ochre Ring

Invention Construction System
Part Name Cost Availability Slots Effect
Mysterious Goo --- Artifact 7 When installed, the penalties imposed by Invention Defects are halved (Round Up.) No more than one per invention.
PostPosted: Thu Apr 27, 2006 9:51 am


New Magic Spells

"I think my magic's as good as Donalds!" - Sora (Kingdom Hearts)

While there are no new spells to be introduced by Kingdom Hearts, there is a small addenda.

Elemental Spikes (Black/Red 2); This spells caster may also select Wind as an element type. This was done to represent the Areo line of spells in KH.

Leaf Armor; This spell will not be adapted in the KHWB, as its protective properties are useless in the turn based initiative system of the FFRPG

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Thu Apr 27, 2006 9:52 am


New Summoned Creatures

"Give me Strength!" - Sora (Kingdom Hearts)

There were Six summons in Kingdom Hearts. I found only one, (Bambi) to be easily untranslatable into FFRPG. However, the other five, (Genie, Simba, Tinker Bell, Mushu and Dumbo) quite capable. Presented here are the Calls and Summons. Please see Chapters 4 and 8 for thier respective rules.

Dumbo (MP 20)
(Call) Deep Impact
Target: Single / Group
Type: Elemental (Water)
A huge drop of water falls from the sky, and when it crashes to the ground, it reveals a small elephant with oversized ears. The elephant shakes off the last of the water, then leans his head back, sucking in all the moisture brought with him. He then sends it spraying into the chosen foe(s) for (7 * Mag) + 2d8, Magic Armor Damage.

== Dumbo == HP: x2 E:Water, A:Water, W:Thunder, Air

Soak Splash - ST Water damage
Deluge* - MT Water damage
Level Attack Soak Splash Deluge* Spells
1 2xSTR+1d8 4xMAG+1d10 ( 7 MP) -- Aero
9 3xSTR+1d8 6xMAG+2d10 (12 MP) -- Water, Float
17 5xSTR+2d8 8xMAG+2d10 (15 MP) -- Aera
25 6xSTR+2d8 10xMAG+3d10 (19 MP) -- Watera
33 8xSTR+3d8 11xMAG+3d10 (26 MP) 17xMAG+4d10 (59 MP) Flight*, Null Element (Thunder)*
41 10xSTR+3d8 13xMAG+4d10 (31 MP) 18xMAG+4d12 (65 MP) Null Element (Air)*
49 11xSTR+4d8 15xMAG+4d10 (39 MP) 20xMAG+4d12 (74 MP)
57 13xSTR+4d8 17xMAG+4d10 (51 MP) 22xMAG+4d12 (83 MP)
65 14xSTR+5d8 18xMAG+4d12 (57 MP) 24xMAG+4d12 (91 MP)


Tinker Bell (MP 9 cool
(Call) Ascendent Hope
Target: Party
Type: Support
A bright sparkle appears at the end of the Callers weapon. It coalesces into a small glowing figure that moves with the sounds of a small bell. This Pixie flits over all the allies of the caller, then dissapears in a brilliant golden sparkle. When the light clears, all fallen allies of the Caller are restored to 1HP (As though the Life spell had been cast on them), as well as the status Regen (4) is added to the party.

== Tinker Bell == HP: x2 A:Air, Auto-Float, Auto-Regen

Glitter Dust - ST Healing
Life Flight* - 105MP; MT Reraise (U), MT Regen (4)
Level Attack Glitter Dust Life Flight* Spells
1 5xAGI+2d8 11xMAG+3d10 ( 39 MP) -- Cure
9 6xAGI+2d8 13xMAG+4d10 ( 44 MP) --
17 8xAGI+3d8 15xMAG+4d10 ( 52 MP) -- Cura
25 10xAGI+3d8 17xMAG+4d10 ( 64 MP) -- Life
33 11xAGI+4d8 18xMAG+4d12 ( 70 MP) --
41 13xAGI+4d8 20xMAG+4d12 ( 79 MP) -- Curaga*
49 14xAGI+5d8 22xMAG+4d12 ( 88 MP) -- Full Life, Full Cure*
57 16xAGI+5d8 24xMAG+4d12 ( 96 MP) -- Mighty Guard*
65 18xAGI+5d8 26xMAG+5d10 (107 MP) --


Genie (MP 101)
(Call) Showtime!
Target: Group
Type: Elemental (Special)
Appearing a puff of sparkling blue gas this joyous person lets loose a great yell before setting his sights on all of the foes of the Caller. He points one finger at all the foes, and lets loose with a stream of power that deals (20 * Mag) + 4d6, Magic Armor damage to all targets. However, this damage is elemental in nature, and that element is chosen at the time of the Call.

== Genie == HP: x3 A:Element (see text), Auto Float

Mystic Blast - ST Elemental Physical Damage (see text)
Jackpot* - MT Elemental Damage (see text)
Level Attack Mystic Blast Jackpot* Spells
1 5xSTR+2d10 10xSTR+3d10 (25 MP) -- Element Guard (See Text)
9 6xSTR+2d10 12xSTR+4d10 (34 MP) --
17 8xSTR+3d10 14xSTR+4d10 (42 MP) --
25 10xSTR+3d10 15xSTR+4d10 (54 MP) -- Null Element (See Text)
33 11xSTR+4d10 16xSTR+4d12 (60 MP) 21*MAG+4d12 ( 91 MP)
41 13xSTR+4d10 18xSTR+4d12 (69 MP) 23*MAG+5d10 (102 MP) Absorb Element (See Text)*
49 14xSTR+5d10 20xSTR+4d12 (78 MP) 25*MAG+5d10 (105 MP) Weaken Element (See Text)*
57 16xSTR+5d10 21xSTR+4d12 (86 MP) 27*MAG+5d10 (132 MP)
65 18xSTR+5d10 23xSTR+5d12 (97 MP) 30*MAG+5d12 (155 MP) Quasar*

When Genie is summoned, the summoner chooses one element. That element is the Genie's elemental Absorbancy, and is
the element for the purposes of Mystic Blast, Jacpot and the spell list. This element is chosen when this creature
is summoned, and cannot be changed without dismissing, and re-summoning Genie.


Simba (MP 120)
(Call) Great Roar
Target: Group
Type: Physical
Striding forth from the light of some great savanna, this majestic Lion pans his head back and froth before letting loose a great roar that shakes all foes for (27*Strength + 5d10), Armor damage.

== Simba == HP: x3 Auto-Protect, SoS-Power Up

Savanna Blast - ST Physical Damage
Pride* - MT Physical Damage + (M.ACC-50)%, MDEF chance to add
Armor Down (4), Mental Down (4) and Agility Down (4)
Level Attack Savanna Blast Pride* Spells
1 6xSTR+2d10 11xSTR+3d10 (29 MP) --
9 8xSTR+2d10 13xSTR+4d10 (35 MP) -- Faith, Lock
17 10xSTR+3d10 15xSTR+4d10 (47 MP) -- Fear
25 11xSTR+3d10 17xSTR+4d10 (53 MP) -- Might
33 13xSTR+4d10 18xSTR+4d12 (60 MP) 25xSTR+4d12 (130 MP) DeBarrier*,
41 15xSTR+4d10 20xSTR+4d12 (69 MP) 27xSTR+5d10 (141 MP) Aura*
49 17xSTR+5d10 22xSTR+4d12 (78 MP) 29xSTR+5d10 (146 MP)
57 19xSTR+5d10 24xSTR+4d12 (88 MP) 31xSTR+5d10 (171 MP)
65 21xSTR+5d10 26xSTR+5d10 (99 MP) 34xSTR+5d10 (193 MP) Meltdown*

Mushu (MP 167)
(Call) Rocket
Target: Group
Type: Elemental (Fire)
From behind the Caller, a small red lizard strains against some weight. The caller steps aside, and reveals a giant red fireworks rocket. The lizard leaps onto the device, and holds up a string for all to see. After a couple tries, he finally breaths a small gout of flame that ignites the fuse. The little dragon runs for cover as the fuse runs out, launching the rocket high into the air, where it explodes into a great display of light and sparks. These sparks fall on the enemies of the Caller for (36*Mag+5d10), Magic Armor damage to all.

== Mushuu == HP: x2 E:Fire, A:Fire, W:Water

Dragons Breath - ST Fire damage
Ancient Fire* - MT Fire damage + (M.ACC-50)%, MDEF cahnce to add Meltdown (2)

Level Attack Dragons Breath Ancient Fire* Spells
1 6xSTR+2d10 13xMAG+4d10 (31 MP) -- Fire
9 8xSTR+2d10 15xMAG+4d10 (39 MP) -- Element Spikes (Fire)
17 10xSTR+3d10 17xMAG+4d10 (51 MP) -- Fira
25 11xSTR+3d10 18xMAG+4d12 (57 MP) -- Null Element (Fire)
33 13xSTR+4d10 20xMAG+4d12 (66 MP) 26xMAG+5d10 (108 MP) Firaga*
41 15xSTR+4d10 22xMAG+4d12 (75 MP) 28xMAG+5d10 (111 MP) Absorb Element (Fire)*
49 17xSTR+5d10 24xMAG+4d12 (83 MP) 30xMAG+5d10 (138 MP) Flare*
57 19xSTR+5d10 26xMAG+5d10 (94 MP) 33xMAG+5d10 (160 MP) Nuke*
65 21xSTR+5d10 28xMAG+5d10 (97 MP) 36xMAG+5d12 (179 MP)
PostPosted: Thu Apr 27, 2006 9:53 am


New Traits

All the Traits shown here (So far) are meant for the ORD; Map Combat. When I have something that works in general, they'll go here.

Air Strike (2)
(General / Map Combat)
A person with this trait is adept at striking foes in the sky without the use of a ranged weapon. In general
combat, the character may make Attacks and take Fast actions against a ranged target for a 25% damage penalty.
(i.e., a Fighter may use this trait to make an Attack on a ranged foe with a melee weapon for 75% damage,
instead of the normal 100%, or can use the "Quick Hit" ability on the same foe for only 50% damage, as well as
the other benefits.)
If using Map Combat, the character may, if horizontally adjacent to a foe, make use of this ability as described
above against that target, assuming they have enough Jump points to get to the same HL. (i.e., the same fighter
with a Jump of 4, could attack a Zuu currently flying up to 4 HLs above him for 75% damage, assuming he still had
enough points left to Jump that high.)


Skills

"Wonderful!" - Oogie Boogie (Kingdom Hearts)

While there are no new skills per se in a Kingdom Hearts Camapign, there are a few skills that need to be redefined or expanded upon in order to fit more properly in with a KH setting.

Acting; While not a required skill, Acting is very useful for people who have just arrived in a world, and do not want to arrouse suspicions as to thier origin or motives. Sora ALMOST failed his Acting check when he arrives in Atlantica and is confronted by Ariel. He does Fail his role against King Triton later on, representing Tritons better Awareness and knowledge of the Keyblade. Etiquette and Disguise may also be needed to be used in the same manner.

Lore (Heartless); This acts just like any other Monster Lore. See the specific Heartless entries for the skill spines for each creature.

Lore (World Traveling); This skill shows the knowledge of the rules of World Traveling, Innerspace navigation, and general knowledge of other World Travellers. Each world has a skill spine to indicate what is known by the individual.

Vehicles (Gummi Vessel); This skill is just like any other Vehicles skill. Refere to the Section on Gummi Vessels for further details on this.


Rules for the World Traveler

"You must not interfere." - King Triton (Kingdom Hearts)

1. The World Traveler shall not knowingly reveal the existence of other Worlds to those who do not already know, or have reasonable suspicion or proof thereof.
2. The World Traveler shall not transfer to (or publicly use higher technology or magic in) a world where their magic or technology is not the equal.
3. The World Traveler shall not knowingly take people not aware of the nature of the Worlds with them when World Traveling.
4. The World Traveler shall respect the order of the Worlds of which they visit. It is not their responsibility to correct the mistakes (apparent or real) of others.
5. The World Traveler shall render any and all assistance to any Keybearer.
6. The World Traveler shall alert all other World Travelers to the presence of Heartless in a world.
7. The World Traveler shall be allowed to ignore rules 1 to 4 if he or she must.

jugh3ad
Captain

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Returner's Final Fantasy RPG Guild

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