(even if you aren't vegan)
Untitled Final Fantasy Project
There is nothing that says I can't do this, and I need a place to store this. Also, if you want to help me out, go ahead.
Contents
- 1 Plot
- 2 The Hero
- 2.1 Hero-Building Aspect 1: Name, Gender, and Full Power Command
- 2.2 Hero-Building Aspect 2: License Board
- 2.3 Hero-Building Aspect 3: "Magic Stones" Special Qualities System
- 2.4 Hero-Building Aspect 4: Junction System
- 2.5 Hero-Building Aspect 5: Assignable Skill slots
- 2.6 Hero-Building Aspect 6: Vestige Binding
- 3 Spells
- 4 Sword Arts
- 5 Knack
- 6 Flair
- 7 Summon
- 8 Chivalry
- 9 Dance
- 10 Bushido
- 11 Blitz
- 12 Dragon
- 13 Tools
- 14 Animals
- 15 Slots
- 16 Single-Result Commands
Plot
The Hero awakes in a fantasy kind of world, where Crystals are used to power everything, and the two crystals-The one on the Planet and the one of the Moon, are big factors. The planet's Crystal, the Great Crystal, is good, and provides the planet natural energies, and powers all crystals. The moon's crystal, the Tyrant Crystal, produces crystals that are frequently shot down to earth that blend in with regular crystals, but produce Miasma, a harmful substance.
The Hero is awoken by a stranger claiming to be the one who called for him to help him save the world. The man, identified as Gands, stands in unique and ornate robes tailored to be light, elegant, and movable. He covers one of his eyes with his hair and wears a cap that casts a shadow over the other one. He talks of the world, The Hero's destiny, and what he is to do. He gives him basic equipment and tells him to head north, where there is a cavern that will explain all. The Hero is reluctant to do so, asking moreso for a tour of his surroundings, but Gands refuses and says he has to be somewhere, promptly teleporting. The hero walks out of the forest, serving as a tutorial, and heads to the cave he was asked to investigate.
The Hero enters the dungeon and finds an ornate cave crawling with monsters, and inside, meets a girl and another male, both of unique appearance, who are reluctant to have found him. They all work towards the center of the cave, as the two heroes he had just met were looking for treasure, themselves. There they find a red crystal, which begins playing back a message that they can't really understand. Before long, they are ambushed by a creature with unique crystal grafts, which calls itself a Crystal Guaridan. He says there are as many of his kind as there are Crystals, all once weak monsters turned into powerhouses. He fights the group until they fight back, and defeat him thoroughly. He dissipates, and Gands returns to congratulate them on freeing the first crystal on earth. He explains that there are eight in total, four here and four on the moon. If one makes it to the moon with all 8 Crystals and uses their combined power, the Tyrant Crystal will be destroyed. He says that the fate of the world now lies in their hands, and disappears telling them to not fail the worlds and get the other 7 crystals.
- more later*
The Hero
The Hero, and subsequently every other character in the party, is unique in many ways, and the player makes all four of them in their ideal image. Each character has unique stat growth, and none of them has a set class. They have to choose how to build the character and set it out to do so. It will be tough, but The Hero has to learn that they can do anything they put their mind to.
Hero-Building Aspect 1: Name, Gender, and Full Power Command
When starting, Gands will ask The Hero what their name is, what is their gender, and, most importantly, how they like to fight. The first two have obvious results, while the third has a heavy impact on the gameplay. Should they choose to say "I want to be a powerful fighter who has many skills to display", allows the character to perform Limit Breaks when they have a Full Power Gauge(below their HP). The second option, "I wish to hide my ability and show the enemy my power only when I need to", allows the Character to enter Trance, a state where certain parameters are doubled, and other such benefits can take place.
Hero-Building Aspect 2: License Board
The License Board system, like in Final Fantasy XII, allows all 4 characters to master various abilities and gain various weapon and armor proficiencies out of this. Each character's starting point on the board is a tip-off as to where they should be going with the character if they want an effective character, but one can easily assign them to do a multitude of things. The board is the same for all of them. It features Magic, Equipment Proficiencies, Weapon Proficiencies, and Skillsets. Each one of these has different tiers(Steal 1, Light Armor 5, Swords 10, White Magic 2, etc.), the total for each is different for all of them. The characters need LP(License Points) to cover the board and unlock new abilities. A player can get them all, or get the ones they think they need and stop at any point.
LP can be converted into SP for the other system.
Hero-Building Aspect 3: "Magic Stones" Special Qualities System
From FFIX, this system gives the player a certain amount of "SP" for assigning Special Qualities. This gives them various status immunities, auto and SOS-based abilities, and certain things that can only be accessed here like Bounceback, which allows you to double a Spell's Power off of an ally's Reflect, to make offensive spells more powerful. Characters learn Special Qualities from Accessories.
Hero-Building Aspect 4: Junction System
As seen in Final Fantasy VIII, the Junction System gives characters elemental attributes on their weaponry and armor that they take from using stacks of spells. Because Spells are used like Items in this game, the Junction System adds edge into it by allowing you to give your characters various abilities. There are eight elements: Fire, Water, Ice, Lightning, Earth, Wind, Light, and Dark. Each one is strong to something, but weak to something else. All Offensive Spells adhere to this rule, and each one is shown here. You cannot use non-Black Magic spells, because they either grant no damage, or simply add status effects, which you get immunities and boosts from the Special Qualities system. Weapons come with stat boosts and status effects on them.
Hero-Building Aspect 5: Assignable Skill slots
Like many games before it, the Heroes don't have set skills besides Attack. Even Item is optional. To gain a new skillset(besides Item) you have to learn part of it off of the License Board. Then you assign the set it's under to the command bar. Some of them(Steal/Mug, Zeninage, Jump, Pray, etc.) Only have one name and only do one thing, but you can get things like Sword, which is Sword Arts, any kind of Magic, Knack, Thief-based skills, Summon, which will grant you power of Vestiges, and even Mime, which copies the last action done, as if the person who Mimes it had performed it.
Hero-Building Aspect 6: Vestige Binding
Vestiges(also known as summons), are creatures that can aid the party in battle. There is a large amount of them, some cover elements, some have no element, some do damage, some create status effects, some heal. None are the same. Characters need to bond with their Vestiges. They can learn certain things on the Special Qualities system from them and even gain SP for it, but they need to work with the Vestige to gain any benefits. A character can work with any Vestige and can master all Vestiges. A mastered Vestige will always answer the call of anyone who masters it. A character can only bond with one Vestige at a time.
Spells
Black Magic
Powerful damage-dealing spells that can turn the tide of battle. Hearkens to the eight elements.
- Fire 1
- Fire 2
- Fire 3
- Fire 4
- Water 1
- Water 2
- Water 3
- Water 4
- Ice 1
- Ice 2
- Ice 3
- Ice 4
- Bolt 1
- Bolt 2
- Bolt 3
- Bolt 4
- Quake
- Aero
- Scourge
- Flare
- Ultima
White Magic
Pure spells of good and healing. Remove status effects, buffs, and restore damage to allies, even revive them should the need arise. Also enters to Holy and damaging undead.
- Cure 1
- Cure 2
- Cure 3
- Cure 4
- Life 1
- Life 2
- Life 3
- Life 4
- Pearl 1
- Pearl 2
- Pearl 3
- Pearl 4
- Pearl 1
- Pearl 2
- Pearl 3
- Pearl 4
- Clear
- Dispel
- Flash
- Restore
- Auto-Life
- Full Cure
- Regen
- Holy
Grey Magic
Master space and gravity, as well as learn some powerful spells made for unique effects.
- Demi 1
- Demi 2
- Demi 3
- Demi 4
- Bomb 1
- Bomb 2
- Bomb 3
- Bomb 4
- Star 1
- Star 2
- Star 3
- Star 4
- Banish 1
- Banish 2
- Banish 3
- Banish 4
- Float
- Stop
- Comet
- Meteor
- Trine
Blue Magic
Spells that enemies know that you want to wrap your head around.
- Acid
- Laser
- Fire Breath
- Water Breath
- Stone Breath
- Absorb
- Roar
- Stare
- Night
- Tornado
- Beta
- Claw
- Unction
- Nova
- Snack
- Frog
- Blitz
- White Wind
- Mighty Guard
- Delta
- Banish
Green Magic
Good spells that buff you and your party in various ways and debuff the party.
- Protect 1
- Protect 2
- Protect 3
- Protect 4
- Shell 1
- Shell 2
- Shell 3
- Shell 4
- Cheer 1
- Cheer 2
- Cheer 3
- Cheer 4
- Temper 1
- Temper 2
- Temper 3
- Temper 4
- Aim 1
- Aim 2
- Aim 3
- Aim 4
- Reflect
Brown Magic
Evil spells that cloud the judgement of the user and the targets in various ways.
- Sap 1
- Sap 2
- Sap 3
- Sap 4
- Leech 1
- Leech 2
- Leech 3
- Leech 4
- Blind 1
- Blind 2
- Blind 3
- Blind 4
- Sleep 1
- Sleep 2
- Sleep 3
- Sleep 4
- Poison 1
- Poison 2
- Poison 3
- Poison 4
- Doomsday