LotFP Class: Totem Magician (FFX Lulu)

A couple years back, I took some of the more interesting Final Fantasy X characters, and turned them into LotFP Classes. At the time, I’d intended to take a crack at Lulu, but she’s tough. She’s a bog-standard black mage, which is just the Final Fantasy equivalent of the Magic User. What is there to say?

Then recently, as I was writing about Fighter’s Armies, I started really digging in to the idea of class choice being more about complexity than about mechanics. I choose a fighter when I want to play something simple, I choose a magic user when I want to play something complicated. Naturally, this led me to thinking about switching those roles around. Create a complex fighter, and a simple magic user.

It’s hardly an original idea. D&D 3.5 made dozens of attempts to simplify the magic user with the Sorcerer, Warlock, Warmage, and so on. Fighters, of course, got the notorious Book of Weeaboo Fightan Magic. So it doesn’t escape me that I’m on thin ice here. This is an oft-traveled road, and it has led to some truly questionable results in the past. To make matters even worse, I’m going to throw in a magical resource pool. A thing which every 12-year-old tries, and which has basically never worked. But what the hell? I do this shit for fun.

The Totem Mage

Totem Mages are faking it. They don’t have any magical powers of their own. They just happened to be in the right place at the right time to make friends with a disembodied intelligence that needed someone to carry it around. Usually this intelligence treats their host like shit though, so it’s not all good luck.

The real magician is the intelligence, which lives inside a totem. Totems can can take many forms: a teddy bear, a ceramic doll, even a sock puppet. The only real requirement is that whatever form it takes should have a mouth, so it can whisper things to its host.

If the totem is destroyed, the host will need to find a suitable replacement. Until it has a new totem to live in, the intelligence can’t cast any spells.

When the situation calls for it, totem and host can separate and move around on their own, allowing the player to functionally control 2 characters. However, the host cannot cast spells without the totem. And without the host, the totem has a movement rate of 20′(60′), an armor rating of 12, 1 hit point, and all of its saving throws require a 17 or better.

Totem mages share their hit dice and saves with the Magic User, and use the Fighter’s experience table.

Totem Mage Casting

All of the Totem Mage’s spells are evocations which deal 1d6 damage per caster level. Whenever they cast, the Totem Mage must choose what shape their spell will take, and what type of damage their spell will deal.

There are 5 possible spell shapes, most of which require the Totem Mage to spend some of their mana. For each level the Totem Mage has, they have 3 points of mana in their mana pool. The pool can only be replenished by a full night’s sleep.

Spell Shapes

Touch (0 Mana): Affects a single target after a successful melee touch attack. Since it costs 0 mana, this shape allows the Totem Mage to continue casting even after their mana pool is completely empty for the day.

Thrown (1 Mana): The caster forms a little ball in their hand, which they throw. Affects a single target after a successful ranged touch attack.

Line (2 Mana): The caster points a finger, and a line 60′ long and 5′ wide erupts from that starting point. Everyone along the line takes damage, but may attempt a saving throw versus Breath for half.

Cone (3 Mana): The caster splays their hands out, thumb touching thumb, and a cone of energy erupts from them. The cone is 60′ long, and spreads out to be 40′ wide at its terminus. Everyone within this area takes damage, but may attempt a saving throw versus Breath for half.

Sphere (4 Mana): The caster indicates a target individual or location within their line of sight. From that spot, a sphere of energy erupts out to a 30′ radius. Anything within this space takes damage, but may attempt a saving throw versus Breath for half.

Damage Types

Whatever shape the Totem Mage casts in, they need something to fill that space. It wouldn’t do much good to cast a cone of “gentle breeze” after all. The spell needs to pack some punch.

At every odd numbered level (1, 3, 5, 7, etc), the Totem Mage should roll to determine a new type of damage that they’ve managed to add to their repertoire. If they roll something they’ve already got, re-roll until you get something new.

At first, the Totem Mage must roll on the basic list. After level 6, however, they may choose whether they want to roll on the basic list, or the advanced list. Most of the advanced damage types allow the caster to sacrifice some number of damage dice from their roll. These sacrificed dice will lead to some additional effect on their targets.

Referee and player should both bear in mind that every damage type will have some things it is particularly effective against, and some things it may not be effective against at all.

Basic Damage Types

  1. Fire – A self-explanatory element. The referee should note any objects in the area which may catch fire. Using the Touch spell shape, this can also be used to light candles, burn ropes, cauterize wounds, etc.
  2. Cold – Heat drains away from the area, possibly forming little crystals of ice. Can also be used to freeze water, chill drinks, stave relieve heat stroke, etc.
  3. Acid – A liquid which melts organic material, such as flesh and wood. Has no effect on minerals, such as stone or metal.
  4. Metal Shards – Little spinning shards of metal fill the space, piercing and slicing everything they touch.
  5. Electricity – Lightning arcs between every available target. A caster using the Touch spell shape may be able to feed a machine a steady stream of electricity, turning them into a kind of walking battery.
  6. Sonic – Vibrations pierce the ears of anything that can hear, shatter glass or crystal, and may even shake a few screws loose from constructs.

Advanced Damage Types

  1. Poison Gas – The caster may sacrifice half of their damage dice to require anyone who failed their save to make a second save against Poison. On failure, the targets will fall asleep.
  2. Force – A relentless bludgeoning which strikes over and over again like a thousand fists. For each die of damage the caster sacrifices, targets who are hit must move back 10′. If a target makes their save versus Breath, then they only need to move back half the total distance.
  3. Pure Arcane Magic – Ignores all elemental or physical immunities, and does not allow for misses or saves. However, instead of dealing d6s of damage, the caster must roll d4s.
  4. Gravity – Targets are slammed prone against the ground with force. For each die of damage sacrificed, the earth gives way beneath the targets, pulling them down into a pit 5′ deep for each die sacrificed. (The pit is formed by the downward force of their body, so there is no falling damage). If a target makes their save versus Breath, then any pit they make is only half as deep.
  5. Vitality Drain – Eldritch tentacles reach into the targets’ bodies and rip out their essences. For each target which takes at least 1 hit point of damage, the caster gains 1 hit point, up to their usual maximum.
  6. Earth – A hail of stones and dirt rise up from the ground to pelt the targets. If the caster sacrifices half of their damage dice, they may bury their targets up to the waist. If they sacrifice all of their damage dice, they may bury their targets entirely beneath a heap of dirt and stone. If a target makes their save versus Breath, then if they would have been completely buried, they are only half buried. And if they would have been half buried, they are not buried at all.

LotFP/FFX Class: Wakka

Wakka is a Blitzballer. Blitzball is a kind of soccer-like sport that is played entirely underwater. The physical demands of the sport are intense, and it thus produces amazing athletes. Retired or washed-out players often find a life of adventure to be a profitable post-career pursuit.

The class has a 1d8 hit die. They advance in level and saving throws as a fighter, and attack as a specialist. They are able to make unarmed attacks dealing 1d6 damage, rising to 1d8 at level 4, and then 1d10 at level 8.

Blitzballers are notable for their skill at moving in water. Much of their intense athletic training focused on the ability to remain underwater for long periods and still play an effective game. Blitzballers are thus able to hold their breath for up to 1 hour per level, and can move and attack underwater just as effectively as they do on land.

The blitzball itself is a unique item. Few have the skills and knowledge required to craft them, and the materials are expensive to acquire. A regulation blitzball for use in the sport costs 300sp. Some adventuring blitzballers have discovered modifications to the regulation ball to make it a more effective combat weapon. A level 1 blitzballer begins play with a regulation blitzball. If lost, they must pay to replace it.

To the true blitzballer, the blitzball is an extension of the self. Which, of course, is why they’re able to make unarmed attacks with their blitzball. The attack range increment is 30′ + 10′ every 2 levels. They deal damage by targeting nerve clusters. And on a natural 20, the target of a blitzballer’s attack must save v. Paralyzation or their body will go completely limp until their next turn. Of course, this only works with creatures who have nerve clusters. On a successful attack, the Blitzball will then ricochet back into the blitzballer’s hands. On a failed attack, the blitzballer has miscalculated their throw. They must spend a round retrieving their ball before they can attack with it again.

Flying creatures are particularly prone to the blitzballer’s attacks. If a flying creature is hit by a blitzball attack, it must immediately save versus Paralyation or fall to the ground. Creatures which fly without wings (such as someone under the effects of a Fly spell) receive a +4 to this save.

LotFP/FFX Class: Yuna

Yuna is a summoner. Summoners tend to be waifish and pale; a result of long hours of monastic study, meditation, and prayer. They share their hit dice, experience progression, and attack bonuses with magic Users, and have the same save progression as a cleric. Summoners can also cast clerical spells as though they were a cleric 2 levels lower than their Summoner level. (So a level 3 summoner has the casting abilities of a 1st level cleric).

Summoners spend their lives learning to communicate with realms beyond the physical plane. When encountering Outsiders or Elementals, those creatures react to the summoner with the same courtesy they would show a member of their own race. This is not an illusion or misdirection, the summoner simply knows how to present themselves correctly to these creatures.

When a group of humans, or one particularly powerful human, undergo a ritual which puts them into an ageless sleep. The intense dreams of each group merge and twist together, eventually coalescing into a creature called an Aeon. Summoners have a particular connection with Aeons, and indeed the monastic road of the Summoner and the sacrificial road of the dreamer are two paths within the same secretive faith.

Aeons are unique and independent creatures. They are not mere expressions of the groups who formed them. They have their own wills and desires, and while they do generally like summoners, they do not necessarily want to serve every summoner they encounter. The summoner receives a +2 to their reaction roll when meeting an Aeon for the first time, and must convince the Aeon that they are a summoner worthy of the Aeon’s services. I highly recommend Courtney Campbell’s “On the Non Player Character” for adjudicating this process. The rules in Appendix A: Arguing would be particularly apt here.

Once an Aeon has been bound to the Summoner, they will obey the Summoner unquestioningly. They will appear when called, and obey any command they are given. Despite being summoned creatures, the particular nature of Aeons means that if they die, they are dead and cannot be returned to life even by the most powerful magics. The summoner must make a save v. Magic or take a negative level from the death of their Aeon.

A summoner may contract with as many Aeons as they wish. However, they may only ever summon 1 Aeon a day, which will remain in the physical world for 8 hours. (12 after level 5). The process of being summoned is a turbulent one, which partially drains the Aeon’s of their energy. More practiced summoners will be able to make the process easier, and so the Hit Dice of a summoned Aeon usually depend somewhat on the hit dice of the summoner.

Aeons created by dreamers who willingly underwent the ritual of eternal sleep are unusually powerful; but these willing dreamers are rare.

Example Aeon

Valefor is a reptilian flying creature, with the body mass of a bull and a wingspan of 44′. She is covered in colorful feathers in hues of purple and red. A crest of stringy white hair cascades from the top of her head, down to the base of her neck. She is refined in her manner. She speaks very properly and acts with (and expects) courtesy. She’s also self pitying to a somewhat annoying degree, though she does make an effort not to complain too loud or too often.

AC 15, 2+[ 1/2 Summoner’s Level] HD, Move 60′(20′)/270′(70′), 2 Claws 1d4, 1 Beak 1d8, Morale 12

Desired Outcome: Valefor joins the summoner. (*)(*)

(I’m of no use to anyone.)[Remind Valefor of past glories.]

(There are many better Aeons than me.)[Demonstrate that Valefor will offer the summoner something that no other Aeon will.]

(If I were to join you, I would be likely to die.)[Make some meaningful gesture of dedication to keeping Valefor alive.]

(I cannot bind myself to anyone who is unrefined.)[Demonstrate refinement.]

LotFP/FFX Class: Auron

The other day, my brother and I were talking about a campaign he wants to run based on Final Fantasy X. He’s sketching out a system for it, and wanted to workshop some classes. Mechanically, I actually think FFX is probably the best game in the whole series. The game’s story is mediocre, and the presentation is bad, but the actual play of the game feels really good to me. So I thought it would be fun to sketch out some OSR compatible classes based on the characters in the game. I don’t know if I’ll do everyone. But I’d like to explore at least a few of the characters, starting with one of my all time favorites: Auron. Auron is a warrior monk.

Warrior Monks have devoted themselves to playing a support role. Most often they obey the will of a large organization such as a religion or a state. Occasionally, they swear themselves to an individual and devote themselves to keeping that individual safe and advancing that individual’s goals. Though they may attempt to influence the direction of those to whom they have sworn themselves, a warrior monk’s strength comes from their devotion to the needs of another. If their service comes to an end (either through dismissal, or the death of their master,) then the warrior monk must make a save versus Poison. This save is made at a penalty equal to the warrior monk’s level. The higher their level, the deeper their fealty, and the more difficult it is to lose their master. On failure, they spiral into vice. Alcohol, drugs, gambling, etc. Their slovenly state persists until they devote themselves to someone new.

Warrior monks have a d12 hit die, and advance as a fighter for saves and level-ups. Their to-hit bonus advances as a cleric’s does. Their particular combat style favors heavy, precise blows. So long as they are wielding a weapon with both hands, their damage die with that weapons is 1 better than normal. (a weapon that normally deals 1d6 damage instead deals 1d8. A 1d8 weapon deals 1d10. Etcetera.)

Warrior monks ignore armor rating from armor when they attack with a two handed weapon. So, in Lamentation of the Flame Princess, this means that all humanoids are treated as AC 12. 13 if they use a shield, and otherwise adjusted by dexterity.

On a successful hit, the warrior monk rolls damage. That damage is reduced by 1 if the target is wearing leather armor, 2 if they are wearing chain, and 4 if they are wearing plate.

If a Warrior Monk is within 10′ of the individual they are sworn to (or a representative of the organization they are sworn to), then they may opt to protect that character from taking damage by instead taking the damage themselves. When they do this, the protected character must make a save v. Paralyzation (with a +1 bonus per level of the Warrior Monk) or be knocked prone to the ground, interrupting spellcasting and limiting actions on the character’s next turn.