Track System

The Track System is an alternative to the Job System; all other documentation for this system will be in the 'TS' namespace, rather than 'Core' as Core Rules are or 'ORD' as other optional rules will be.

Character Creation

Character creation follows a similar model to that of third-edition FFRPG. Several differences apply, however.

Races

No changes here, or at least not yet. Have a copy of the attribute table, though:

Race STR VIT AGI SPD MAG SPR
Human 10 10 10 10 10 10
Bangaa 12 12 10 9 9 8
Creimire 8 10 13 11 9 9
Dwarf 10 13 10 8 9 10
Elf 13 13 7 9 7 11
Galka 11 15 10 9 8 7
Mithra 9 9 12 12 9 9
Moogle 8 6 11 12 11 12
Nu Mou 10 9 10 7 12 12
Qu 10 11 6 7 13 13
Ronso 12 13 9 7 12 7
Tarutaru 6 7 9 11 12 15
Varg 11 8 12 13 8 8
Viera 12 6 12 12 12 6
Yeti 13 15 6 9 7 10

Traits

Traits aren't optional any more; they're pretty reasonable and don't affect combat much, unlike their idiot cousins, which we'll discuss next.

Advantages & Disadvantage

These are gone. Several of both are broken, and in any event they will be replaced with Perks, which will appear ahenever I'm done fucking with everything else.

Combat Statistics

  • Hit Points (HP) shall be (Level × (VIT / 2)) + (Level)dX + 30, where X is the primary Job's HP die. VIT changes are retroactive.
  • Magic Points (MP) shall be (Level × (SPR / 2)) + (Level)dX + 10, where X id the primary Job's MP die. SPR chnages are retroactive.
  • Accuracy is 80 + Level + (Agility × 2), Evasion, and is used primarily for Attack Actions.
  • M. Accuracy is gone.
  • Dexterity is 60 + Level + (Agility × 2), chiefly intended to be used for all physical Ability Actions.
  • Mind is 60 + Level + (Magic × 2), and is used for all magical Ability Actions.
  • Expertise is also gone. It has been replaced with Dexterity or Mind, as appropriate.
  • Evasion is (Agility × 2) + Level.
  • M. Evasion is (Magic × 2) + Level.

Equipment

Equipment will change, though not drastically—plan is to integrate Seed ideas into the weapon listings because Skills went buh-bye. (They won't be missed.)

Skills

The Skill System is gone. It was pretty clunky and introduced brokenness (hello, Two Weapons!). Instead we'll be integrating Seed's Talent System.

Combat

Mostly identical to FFRPG 3e, but with new shit thanks to the Talent System. Seed's initiative system will be used here, though it will be tweaked a bit.

Skill Supplement

Dust. While it did give characters something to do between sessions, Technical Skills mostly just enabled cheaper equipment and artificial skill increasers. Gil accumulates rapidly as it is, and the Talent System lets people be good at everything and awesome at some things, thereby rendering this section irrelevant.

Jobs

Choose any three tracks from those supplied by your Job. You may optionally replace one track with that of another Job's; replacing another cannot be done at character creation. Track progression is as follows:

Rank Track 1 Track 2 Track 3
1 1 4 7
2 10 13 16
3 19 22 25
4 28 31 34
5 37 40 43
6 46 49 52
7 55 58 61
8 64 67 70

Corsair

Required: Banditry

Rank Banditry Ninjutsu Gambling Trickery
1 Steal Dual Wield Element Reels Throw
2 Detect Katon Status Reels Ball Toss
3 Catch Suiton Dice Ring Toss
4 Distract Raiton Bribe Dagger Toss
5 Mug Huton Phantom Dice Molotov
6 Charm Kagebunshin Winning Streak Return Fire
7 Maintenance Konohagakure Attack Reels Coin Toss
8 Artful Dodger Élan Wild Card Mimic

Black Mage

Required: Black

Black: At character creation, select one elemental track and replace the Special powers with the equivalent-ranking power from that elemental track.

Rank Black Inferno Glacier Storm Tsunami Avalanche Shroud
1 Special Fire Blizzard Thunder Aqua Boulder Shadow
2 Temper Oil Deluge Lightning Rod Weighted Magnetize Curse
3 Poison Burn Chill Static Whirlpool Quicksand Luckless
4 Special Fira Blizzara Thundara Aquara Bouldera Shadowra
5 Drain Null Fire Null Ice Null Lightning Null Water Null Earth Null Shade
6 Boast Blaze Frost Shock Wave Magnitude Scourge
7 Special Firaga Blizzaga Thundaga Aquaga Boulderga Shadowga
8 Ultima Nuke Freeze Burst Monsoon Quake Scathe

Blue Mage

Required: Blue

Blue: Blue Mages start with Learning as their first-Rank power. The remaining 23 power slots, less those replaced by alternate tracks, must be filled by learning powers from monsters. Such powers do not include powers from other Job tracks.
Diplomacy: Diplomacy is entirely optional for Blue Mages, though it makes their job somewhat easier.

Rank Diplomacy
1 Stall
2 Quicken
3 Entice
4 Negotiate
5 Advice
6 Intimidate
7 Manipulate
8 Tame

Dragon Knight

Required: Draconic Arts

Rank Draconic Arts Temple Arts Martial Arts
1 Jump Aqua Punch Rush
2 Wyrmkiller Haste Meteor Strike
3 Dragonheart Silence Earth Slash
4 Lancet Astra Aura Cannon
5 Element Breath Rasp Rising Phoenix
6 Bangaa Cry Cheer Razor Gale
7 White Draw Bonecrusher Soul Spiral
8 Dragon Horn Soul Sphere Phantom Rush

Geomancer

Required: Geomancy

Geomancy: Terrains may be learned in any order. Each Terrain has four effects, chosen via 1d4.

Rank Geomancy Music Dance
1 Terrain 1 Sinewy Etude Temptation Tango
2 Terrain 2 Swift Song Jitterbug
3 Terrain 3 Mighty March Wiznaibus
4 Terrain 4 Mana's Paean Miniature Minuet
5 Terrain 5 Hero's Rime Felicity
6 Terrain 6 Requiem Mystery Waltz
7 Terrain 7 Romeo's Ballad Violent Flourish
8 Terrain 8 Threnody Sword Dance
Wind Rhapsody Wind Slash Sun Bath Plasma Cockatrice
Forest Nocturne Leaf Swirl Forest Healing Will o' the Wisp Wombat
Desert Lullaby Sandstorm Antlion Wind Slash Meerkat
Love Serenade Will o' the Wisp Apparition Snare Tapir
Earth Blues Rock Slide Sonic Boom Sun Bath Boar Brigade
Water Harmony El Niño Plasma Apparition Raccoon
Twilight Requiem Cave In Snare Will o' the Wisp Poisonous Frog
Snowman Rondo Snowball Avalanche Snare Arctic Hare

Green Mage

Required: Green

Rank Green Empower Debilitate
1 Berserk Protect Deprotect
2 Resist Element Shell Deshell
3 Regen Tranq Blind
4 Mini Brave Debrave
5 Null Element Faith Defaith
6 Weaken Element Vigilance Sleep
7 Spellbound Blink Lock
8 Absorb Element Veil Dispel

Archer

Required: Archery

Rank Archery Huntsmanship Skullduggery
1 Focus Beso Toxico Shadowbind
2 Leg Aim Doubleshot Ague
3 Arm Aim Tableturner Aphonia
4 Heart Aim Sidewinder Nightmare
5 Burial Armor Aim Rockseal
6 Blackout Weapon Aim Oblivion
7 Return Fire Triple Foul Barrage
8 Rapidfire Death Sickle Last Breath

Knight

Required: Chivalry

Rank Chivalry Sword Techniques Fencing
1 Sentinel Beatdown Swarmstrike
2 Armor Break First Aid Featherblow
3 Mental Break Rush Shadowstick
4 Sensor Speed Break Checkmate
5 Power Break Wild Swing Swallowtail
6 Magic Break Monkey Grip Manastrike
7 Minus Strike Bonecrusher Nighthawk
8 Stock Break Greased Lightning Piercethrough

Red Mage

Red Mages, unlike other Jobs, take four magic tracks (from the White, Green, Black, and/or Time Mage listings), and lose access to the seventh and eighth tracks in exchange for gaining Dualcast at Level 55, replacing the third track's Rank 5 Ability. Consequently, their development is instead as follows:

Rank Track 1 Track 2 Track 3 Track 4
1 1 4 7 10
2 13 16 19 22
3 25 28 31 34
4 37 40 43 46
5 49 52 55 58
6 61 64 67 70

Unlike other Jobs, one cannot take a Red Mage track; one may, however, replace one magic track with a track from another Job. Only magic tracks may be used with Dualcast.

Rune Knight

Required: Seal Sword

Rank Seal Sword Iaido Deathbringer Lightbringer
1 Runic Ashura Darkside Hallowed Bolt
2 Hallowed Bolt Kotetsu Black Sky Healing Wind
3 Holy Sundering Namakura Corruption Cleansing Strike
4 Rend Armor Raikoumaru Duskblade Astra
5 Rend Helm Murasame Beast Flare Seal Evil
6 Rend Weapon Kiyomori Catastrophe Holy Circle
7 Rend Spirit Sakurafubuki Nightmare Judgement Blade
8 Northswain's Strike Kazekiri Soul Eater Great Gospel

Summoner

Required: Summon

Summoners may take any White, Green, Black, or Time Mage track. In addition, the Summoner selects up to six summons from the list below for Ranks two through seven of the Summon track; Chocobo and Bahamut take the first and eighth Rank, respectively.

Rank Choices
2 Ifrit Ramuh Shiva
3 Sylph Titan Valefor
4 Fenrir Jormungand Golem
5 Phoenix Leviathan Typhon
6 Alexander Anima Cactuar
7 Odin Seraph Hades

Time Mage

Required: Time

Rank Time Space Dimensions
1 Slow Gravity Delay
2 Haste Float Sap
3 Reset Immobilize Warp
4 Slowga Gravira Vanish
5 Hastega Comet Reflect
6 Regen Reflect Teleport
7 Stop Graviga Extend
8 Quicken Meteor Dezone

White Mage

Required: White

Rank White Sacred Gale
1 Cure Dia Aero
2 Basuna Faith Brave
3 Reraise Defaith Debrave
4 Cura Diara Aera
5 Esuna Null Holy Null Wind
6 Raise Divine Ruin Tornado
7 Curaga Diaga Aeroga
8 Arise Holy Tempest
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