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 |