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#Final Fantasy X2 Resources
dresspheres · 2 years
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A Floral Fallal Inspired Post Divider!
You can buy this divider on Payhip for as little as £1, on a pay-what-you-want basis. You can choose to include the purpley-pink flower in the middle, as they'll be Sakura flowers all behind it, but I personally prefer it with the bit in the middle as it adds some depth.
Please credit me if you use it! The bought graphic will not include the watermark.
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roadandruingame · 3 months
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RaR Musings #5: Skill Checks, and Building a Goblin
This is more something I've been putting off for a long time; the tech is all there, I just hadn't done it.
It almost seems farcical to make a 'goblin' in Road and Ruin. To begin with, outside of humans, we don't use the standard medieval fantasy races. Anyone who's a fan of goblins can make one, using the available lore etc, but... well, we'll see.
To begin with, to define a goblin, we must define how stats work, using a human.
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Road and Ruin has 9 attributes; a power, precision, and resistance option for each of physical, mental, and spiritual categories. These attributes are measured on a scale of 0-5, with 2.5~ being the average for an adult human. Values above and below this exist in the form of Monstrous and Mini stats, as a multiplier or divisor of the basic stat output, and skill checks are made by rolling Xd10, where X is the attribute, adding the resulting die, and finding a "number of successes" based on the tens' place of the outcome. Proficiency are two relevant values, each 0-5, added together, multiplied by your specialization in the task, and added to the random values, before finding successes.
Essentially: to find stealth successes, you roll your Dexterity (2), as 2d10; we find a 7 and a 4, for 11. Our Sneak proficiency of 2 and Presence proficiency of 3, multiplied by our specialization in blending into crowds (x2), gives us a +10. Our final value of 21 gives us two successes. This system is a lot: but, it does what I want it to do.
A 'success' are levels of abstraction based on what a human might find challenging in life (as, you know, the only metric that everyone at the table can realistically agree on). Failing a check by 1 success has pitiable consequences; lobbing a paper at the trash and missing. Two successes are tasks that require practice, training, or a solid deal of luck, and failing by two successes has damaging consequences, such as the destruction of equipment, or loss of time. Three successes are tasks that require a degree of specialization to readily achieve, dedication to a particular brand of activity, and failing by three successes has extreme, permanent consequences.
Next, Size. Size is measured in roughly 0.5m spans; any human, sized 4.9-6.4ft, are considered Size 3, due to being less than 2m tall. Likewise, a child can be considered Size 2 (3.2-4.9ft), and an infant Size 1 (1.6-3.2ft). Weapons deal damage equal to their Size, and using weapons larger than your Size has appropriate disadvantages, while using equipment small enough hits a minimum damage based on your Strength instead, as you essentially are just punching things.
Physical ability can use this Size value: intelligent creatures are expected to have a Strength, Dexterity, and Endurance based on their Size, for the most part. (I have yet to come up with a metric to explain mental and social, but those aren't really rooted in physical parameters as it is.)
Humans' primary survival tactic is community. By sharing resources, distributing responsibilities, diversifying their specializations, caring for the wise elderly so knowledge transcends generations, distrusting outsiders, and spreading their reach absolutely everywhere, humans cemented themselves as a powerhouse race. Mechanically, humans as a statblock are free to choose... probably 4, proficiencies and either 1 specialization or another 2 proficiencies, with the expectation that they begin play with any equipment necessary for them to perform their job.
With their 2.5 averages, health value of 5 (a little on the squishy side, if gauging 2hp/Size), and six starting proficiencies, that gives humans a general value of 33.5. On a scale of 1-10 (anything above 5 is supernatural), I'd rate their "starts with any necessary equipment" to be a 2, so far as power goes, so that gives us a final 35.5.
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With all that out of the way: Barbozeen!
In the World of Ruin, there are various different intelligent species. Barbozeen are a race of humanoids, with skin muddy hues that range from vibrant greens and yellows actually more akin to snakeskin, and hair ranging from tawny browns to russet reds grown long and into tufts. Their age and maturity resemble humans, and they often have protruded snouts and large teeth.
They also have incredible genetic diversity, each tribe defined by myriad traits, such as size between 3ft-8ft, being covered with hair rather than just on their head, tails, hooves, horns, and incorporating elements of bison, hyenas, dogs and wolves, lions, and other terrestrial mammals.
It's using this race we can build a 'goblin'.
At Size 2, Gob'ozeens are on the smallest end of the 'zeen spectrum. This gives them an average an average Strength of 1, perhaps 1.5 on average. We want them to be nimble, perhaps more so than a human, so we can give them Dexterity of 3. It might be fun to make them scrappy, and give them an Endurance of 2; they are 'zeens, after all. Intelligence-wise, they have an average capacity of 2.5, with higher Wits than normal at 3, but a below-average Focus of 1.5. For Will, or the ability to assert themselves and the extent of their ambition, I'd mark that as slightly high at 2.5, and their Connection, or empathetic understanding of others, at 2.5 as well. Their Poise, however, should be a vulnerability at 1, for while they dream big, they do cower. Their health, at Size 2, is probably a 3, on the squishier side of 2hp/Size. They may be known for stealth, but for now, let's say that they don't have any proficiency or specialization advantages.
With a value of 22.5 to humans' 35.5, that makes goblins substantially weaker than humans, by almost 40%. As an random enemy encounter, this is fairly good math; a single human adventurer can expect to cleave down a goblin, but two goblins at the same time almost definitely defeat a single adventurer, and goblins would expect to attack in groups.
But what if we aren't reducing goblins to a mild enemy encounter? What if we want some greater measure of equality? What if we want to have goblins as a playable race, or otherwise be able to hold their own in human society?
Essentially, they need abilities that amount to 13 points of difference. Some features, such as excellent low-light vision, can be a biological advantage worth... 2 points. If goblins are known to have large families and many children, but not diversify their skill sets, goblins can expect to travel in groups of 2 or more, and apply strength of numbers (hence the combat example earlier); depending on their strength of numbers, this might mean anywhere from a +2 to +5 point advantage. The remaining 9 to 6 points should be spent on proficiencies, but potentially, specializations: it'd help the goblins enormously if they collectively excelled at something that humans could begrudgingly turn to them for expertise or guidance. Scouting, for example, or traps. Stealth, certainly, but potentially crafting, as a fun outlier. Their larger ears could also be represented as heightened senses.
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This is more rambling than I originally wanted, but this at least gives me a baseline I can pull for encounters. Like I said in Musings #1, I don't actually see much need to try to equate goblins with humans, balance-wise; what they bring to the story should be on the merits of the individual goblin or human, not by birthright. But, rules for balancing the two SHOULD exist, for tables where that kind of balance is important to the players.
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mooglepalooza · 6 years
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Rikku Render Pack
▸ You can save them directly or download them for their full sizes here ▸ Please like or reblog if you use! ▸ Credit is never required, but always appreciated~ ▸ Follow us for more Final Fantasy and Kingdom Hearts resources♥
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dresspheres · 3 years
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9,871 Screenshots | Rikku | Final Fantasy X-2
9,871 Screenshots for Rikku from Final Fantasy X-2.
I have not gone through these with a fine tooth comb, so some of them might be blurry and/or out of focus.
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dresspheres · 3 years
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18,131 Screenshots | Yuna | Final Fantasy X-2
18,131 Screenshots for Yuna from Final Fantasy X-2.
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dresspheres · 3 years
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782 Screenshots | Tidus | Final Fantasy X-2
782 Screenshots for Tidus from Final Fantasy X-2.
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dresspheres · 3 years
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322 Screenshots | Lulu | Final Fantasy X-2
322 Screenshots for Lulu from Final Fantasy X-2.
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dresspheres · 3 years
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418 Screenshots | Kimahri | Final Fantasy X-2
418 Screenshots for Kimahri from Final Fantasy X-2.
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dresspheres · 3 years
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1,745 Screenshots | Leblanc | Final Fantasy X-2
1,745 Screenshots for Leblanc from Final Fantasy X-2.
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dresspheres · 3 years
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767 Screenshots | Lenne | Final Fantasy X-2
767 Screenshots for Lenne from Final Fantasy X-2.
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dresspheres · 3 years
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273 Screenshots | Elma | Final Fantasy X-2
273 Screenshots for Elma from Final Fantasy X-2.
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dresspheres · 3 years
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509 Screenshots | Tromell | Final Fantasy X-2
509 Screenshots for Tromell from Final Fantasy X-2.
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dresspheres · 3 years
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265 Screenshots | Cid | Final Fantasy X-2
265 Screenshots for Cid from Final Fantasy X-2.
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dresspheres · 3 years
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1,734 Screenshots | Baralai | Final Fantasy X-2
1,734 Screenshots for Baralai from Final Fantasy X-2.
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dresspheres · 3 years
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232 Screenshots | Rin | Final Fantasy X-2
232 Screenshots for Rin from Final Fantasy X-2.
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dresspheres · 3 years
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118 Screenshots | O’aka | Final Fantasy X-2
118 Screenshots for O’aka from Final Fantasy X-2.
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