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xColdxFusionx

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A member registered Jun 19, 2021

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Re: Samurai, Bosses are typically immune to effects like Iai Strike in FF so it wouldn't be an unreasonable houserule to say that Bosses and End-Bosses are immune.

As for Fighter's Omnistrike... Yeah, I've got nothing. What's the difference in properties between "making an attack with a weapon" and "having the weapon equipped"? You obviously get the benefits of Martial Flexibility on every weapon (since they're all equipped), but do you get the tags? The damage? The range?

...That's a good question, actually. 

There's some cases where it seems like it'd be relatively clear; Samurai, for example, uses Hissatsu techniques as a modifier for their basic attack, so it makes sense to still consider those Weapon Attacks. Things like Spells or Companion Attacks, on the other hand, likely wouldn't count since your weapon's basic attack stats aren't factored in at all. That being said, in cases like Ifrit's Hellfire where the attack uses your weapon's Metatype to determine its damage type, does that count as a Weapon Attack or not?

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Thank you again! 

One last batch of questions for now and I should be out of your hair:

  • Cosmic Magic: Meteor's listed damage is 1d8, which seems exceptionally low for a spell that can only be cast at 9th tier. Is this a typo? (My assumption is that it should be 3d12 as per the other T9 Spells, though that does put it at odds with Recall Death. Given that they're both High Magic and subject to GM-determined availability, though, perhaps this is less of an issue...) (EDIT: Found on the Discord, should be 3d12)
  • Blue Magic: Bad Breath states that its duration is based on rank, but the rank effects column displays damage - which, given the description itself doesn't mention damage, I suspect is a copy-paste error; I'm assuming it should be 1 Round +1 per Rank, like the other status spells?
  • On a similar note, Black Magic: Bioja states that it deals Poison 1 in its effect description, but says Poison 7 in its Rank Effect. Which duration is intended?
  • White Magic: Bless and White Magic: Esuna seem redundant; both start at Tier 3 and have identical costs and effectiveness, but Esuna covers all negative conditions and not just Seal. Would it make sense for Bless to start at Tier 2 like the other single status spells, or is there another errata in mind?
  • Dragon Art: Dragon's Eye grants "Damage Penetration 10", a mechanic which appears nowhere else in the book and is otherwise undefined. Is this intended to be a level of Damage Spiking, or should this move have a different effect? (EDIT: Found on the Discord, it reduces Damage Protection.)
  • Black Magic: Flare lists that its damage can explode as a special property of the spell; however, according to the Power Surge section on Page 205, all damaging spells should have this effect by default. What's the intended ruling here?

Apologies again for the deluge of questions, I'm really looking forward to getting some friends together and putting the system through its paces.

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Thank you for the reply! I suspected that Holy was meant to work like Ultima, but it's good to have confirmation.

While I'm here - and now that I've had a chance to sit down and give the book a more thorough read-through - I have a few more questions to add to the pile:

  • Do Consumables start with limited charges, or are they always infinite use? The wording in the Character Creation section is somewhat unclear and initially seems to imply that there are charges, but never specifies how many you start with and then says a few pages later that there is no limit.
  • On a similar note, HP/Level and MP/Level state that they're the result of multiplication (and that Vitality less than 1 is treated as 1), but every instance of their respective formulas shows addition. What's the proper formula for these?
  • What happens if a character gets more Trained Skills than there are Skills available? (an Expert with +3 Mind can reach 7 Trained Skills, which is exactly the number available - and given one is automatically marked as an Origin skill, that means you can only reasonably train 6 of them.) Are the extra "training points" just lost?
  • The progression table mentions that you gain an "Ability Modifier Bonus" (AMB) at Level 1, which is not mentioned anywhere else in the character creation process. Is this in addition to the bonus from your Race, or is this the same bonus? On a similar note, I would assume that you're intended to put the four ASBs you gain from leveling up into different stats?
  • Am I correct in assuming that an Extra Effort Die is the same size as your Weapon Die? I've checked through the whole book and I don't believe the size of the die is ever specified. (Update: I was wrong, the effect of Pounce and Holy Judgment mention that Extra Effort is d4's by default. Strange that this information isn't in a readily accessible place, though...)

Apologies for the barrage of questions, the system looks very cool and I'm excited to give it a whirl! I've already got character concepts pouring out of my ears over here, which is a very good sign for a system like this...

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Let me preface this post by saying that I am in LOVE with this system! As a veteran of Returners 3e who loved the style but always felt bogged down by the fiddly math, seeing the same core ideas with much smoother-looking mechanics has gotten me excited to round up a party once again.

That being said, I do have one major question with regards to the SAGE rulebook. White Mage's Limit Break, Holy, reads that you gain access to the White Magic Spell List, and can swap spells during downtime. Given that this text is nearly identical to their Sphere 1 ability (Spellcasting), I'm not sure I understand the intent here. Is this a typo and White Mage is intended to have a very different Limit Break? Is this an intended mechanic that I'm not fully grasping the implications of?

Regardless of the answer, congratulations on the release, and I'm looking forward to jumping back into the worlds of Final Fantasy once more!

EDIT: I came across another question and figured I'd put it here instead of spawning another thread. If I invoke Damage Spiking (e.g. a Magnum weapon) against a source of Damage Resistance X (e.g. Protect), which takes priority?  Does DR X still apply to all dice, or does DS somehow reduce the X and allow dice to go through unchanged?

Oh, this is good to know! I built a character with Frozen Dance, but I was under the impression the idea was that you could interrupt each step of the Pull using Free Movement to effectively drag the target behind you. This interpretation makes a lot more sense, though.

Thanks for the swift reply! One more question: Ephemera tags state that they can be used to upgrade any one number on a weapon. Is this intended to include Health and Edge, or is this just intended to be for the core three stats?

A few questions of my own to add to the pile

- How much does an Element Tag move an enemy's Clock by on a successful attack? My assumption is that each hit moves the clock by 1, based on context clues, but it's never explicitly stated.

- If you use an ability or tag that moves an enemy's Clock and they don't have a Clock to move (e.g. casting Lullaby on a Sparksquirrel, who lacks a Snooze clock), what happens?

- This one's a bit more specific: Sparksquirrel has a Water Clock of 4, which has a stated effect of increasing incoming Shock damage by 1. Sparksquirrel is also, however, immune to Shock damage. What happens when you fill the Clock?

Woke up in a haunted mansion. Made "friends" with a talking fish. Commissioned a painting. Stole someone's saddlebag. Played a game of cards. Used a disguise to start a bunch of pointless arguments. Blew a hole in the dining room floor. Replaced the furnace with a water pump. Got the ghost butler shit-faced drunk. Watched two players turn into giant golems and have an epic battle to the death. Barely escaped through a closing portal as the afterlife collapsed in on itself while my former colleagues tried to murder me in cold blood.

10/10 would cheat death via gremlin bs again