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  1. FF HERO: Mime

    This one was really altered. I made it simpler for the sake of versatility (like what is seen for the other classes).

    But the ability mimicked must be one from an allies class of that day (with respect to job switching) or the abilities from the last time the Mime class was "equipped."

    MIME

    Category: expert

    Ability maxes: 10 10 10 10 10 10

    Allowed Weapons: bows, crossbows, flails, knives, rods, staves ...

    Updated 09-07-2010 at 08:57 AM by yukonhorror

    Categories
    Final Fantasy in 6th edition HERO
  2. FF HERO: Gunner

    GUNNER

    Category: expert

    Ability maxes: 8 10 12 10 10 10

    Allowed Weapons: Crossbows, rifles

    Allowed Armor: Armwear, Hats, Suits

    Starting Ability:
    Quick Trigger: +d6 RKA Autofire: 5 shots (+1/2) Active cost 15 OAF (-1), 5 shot charges 2x clips (-1/2) Real cost 6 pts.

    With smaller rounds, you are able to squeeze of 5 quick rounds. Costs no END. Make 5 shots. Get 2 clips per day.

    Other ...

    Updated 09-07-2010 at 08:58 AM by yukonhorror

    Categories
    Final Fantasy in 6th edition HERO
  3. FF HERO: Gambler

    Getting REALLY lazy. I am the thoughts I'll explain more when a player chooses a class, but really just going for mechanics now.


    GAMBLER

    Category: expert

    Ability maxes: 6 6 10 15 10 13

    Allowed Weapons: boomerangs, crossbows, knives, light swords

    Allowed Armor: armwear, Hats, Suits, shields

    Starting Ability:
    Dice: 2d6 RKA (30 active points) OAF (dice) (-1) requires gambling roll (-1/2) Extra ...

    Updated 09-07-2010 at 08:58 AM by yukonhorror

    Categories
    Final Fantasy in 6th edition HERO
  4. FF HERO: Engineer

    ENGINEER

    Category: expert

    Ability maxes: 10 11 10 15 9 5

    Allowed Weapons: crossbows, claws, gloves, light swords, swords, polearms, rifles

    Allowed Armor: gauntlets, Hats, Suits, shields

    Starting Ability:
    Gadgeteering: VPP(15 pt pool{15 pts}; 26 pts control cost {OAF(-1) can only change slots 1/day (-1/4) requires access to spare parts (-1/4) 5 pts. ) Total cost: 20 pts.

    You grab a handful of items ...

    Updated 09-07-2010 at 09:00 AM by yukonhorror

    Categories
    Final Fantasy in 6th edition HERO
  5. FF HERO: chemist

    On to the expert classes. They seemed a lot easier than the warrior classes. However, for the sake of personal preference, design ease, and such, I have really started to take a creative license to classes. So they may not look exactly like their original anymore, but I think, as a whole, they work.


    CHEMIST

    Category: expert

    Ability maxes: 7 10 12 15 8 8

    Allowed Weapons: Bows, knives, rifles, staves

    Allowed Armor: ...