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IntroductionEdit

Trappings are an essential part of this setting. In final Fantasy, all moves except the simplest swing of a sword are accompanied with exciting visual effects. The following is a list of traditional Final Fantasy trappings with some ideas on how to implement them. Just make sure you're following the core rules when it comes to trappings.

Traditionally, there are three basic elements: Fire, Lightning, and Ice. Eventually players gain access to more varied elements: Earth, Wind, Water, Holy (light), Dark, Poison (Bio) and Gravity. Powers used by magick casters are direct representations of the element (fire=fireball, ice=blizzard). Non-magick characters just use flashy combat moves that might be attached to a certain element. There are also the classical status effects, which would also translate to trappings under Savage Worlds rules. Many special attacks will do more than just hurt, inflicting effects such as blind, silence, confuse or berserk. Because of these, there in underlying "rock-paper-scissors" mechanic when choosing what kind of attack to use against a certain enemy.

If you're comfortable with Final Fantasy Lore you should be able to guess what trapping an enemy is weak against or immune to in most cases, but not all. In the "Tactics Advance" sub-subseries (of Ivalice sub-series) you are always shown the enemy's elemental alignment whereas in other iterations you must observe or use a special skill to scan your enemies. No particular element is stronger or weaker against another at all times, neither are any strengths tied to particular weaknesses (for example, an enemy that is vulnerable to ice may not be immune to fire). You might want to double check your references on the web when replicating existing in-game monsters to get the elements straight.

If you wish to use a more systemized approach you might want to look into the Chinese Wu Xing where each element has a set way of interacting with all others. Together with Ying and Yang you will have a robust elemental system that will be easy to learn for players not accustomed to the world of Ivalice and completely refreshing for veteran players. If you need help visualizing offensive applications to this otherwise peaceful philosophy, use these guidelines: Earth will utilize quakes, mud and gravity. Water will utilize Ice, Steam and wind. Fire will utilize flames, sparks, heat or smoke. Metal will use blades, magnetism and electricity. Wood will utilize living things but mostly plants, for example: swarms and vines. Light and Darkness go beyond illumination to themes such as good and evil, angels and demons, life and death. This way, whenever you create a creature, just decide what element better encompasses its spiritual nature and you will instantly know what it is weak and strong against.

For combat powers, elemental variations are separate from each other andmust be mastered independently. The powers in question are: Burst, Bolt, Blast, Stun, Boost/Lower Trait, Fear, Entangle, Dispel, Armor, Boost/Lower Trait, Deflection, Elemental Manipulation and Smite. Any mage worth his or her salt will learn at least two iterations of their most important magicks in case the enemy happens to be impervious or vulnerable to a certain element, these powers should also have different status effects to minimize redundancy. For all other powers, the elemental trapping is purely aesthetic and will only come into play when the GM deems necessary.

There should be a version of Elemental Manipulation for all elements in your setting. Light and Obscure should be the Light/Darkness versions.

Finally, there is a set naming convention for magicks, simply change the last syllable for a suffix. For example: Fire, Fira, Firaga and Firaja in ascending order by destructive capability.

ElementsEdit

FireEdit

One of the three basic elements. Useful against plants, undead and creatures from cold climates. Catching flames is not a common occurrence on Final Fantasy games.

Core Rules Power equivalent: Bolt, Blast, Burst, Environmental Protection, Elemental Manipulation, Armor, Barrier, and Smite

Common trappings: fireballs, flame walls or dragon's breath

Ice (Blizzard)Edit

Another basic element. Effective against enemies from warm climates, water based creatures. Can also be used to freeze (entangle) enemies.

Core Rules Power equivalent: Bolt, Blast, Burst, Environmental Protection, Elemental Manipulation, Entangle, Armor, and Barrier

Common trappings: a sudden drop in temperature, being hit by huge chunks of ice.

LightningEdit

The last basic element. Useful against armored foes and water-based creatures. Some machines are greatly damaged by the power surge, while others absorb the energy.

Core Rules Power equivalent: Bolt, Blast, Burst, Environmental Protection, Elemental Manipulation, Armor, Stun, and Smite

Common trappings: from sudden lightning bolts to sudden storms.

EarthEdit

Airborne creatures are unaffected by this trapping as it manipulates the earth below. Plant enemies will absorb these attacks.

Core Rules Power equivalent: Bolt, Blast, Burst, Elemental Manipulation, Armor, Barrier, and Burrow

Common trappings: earthquakes, mudslides, boulders.

Wind (Aero)Edit

Useful against airborne enemies and earth-based enemies. May be used to blow away enemies.

Core Rules Power equivalent: Bolt, Blast, Burst, Deflection, Fly, and Elemental Manipulation

Common trappings: Gusts of wind, tornadoes

WaterEdit

Pointless against aquatic creatures. Effective against fire and lightning-based enemies including some machines. Great for putting out fires.

Core Rules Power equivalent: Bolt, Blast, Burst, Environmental Protection, Elemental Manipulation,

Common trappings: tsunamis, giant bubbles

Holy (light)Edit

Represents light and all things nice. Normally available to high-level casters. The trapping is inherently attached to healing powers; therefore healing an undead creature will most likely harm it.

Core Rules Power equivalent: Healing, Greater Healing, Bolt, Blast, Burst, Light, Smite, and Detect Arcana

Common trappings: Angels, light

Dark (Shadow)Edit

Another high-level trapping. Encompasses shadows and evil in general. Does not necessarily make the user evil.

Core Rules Power equivalent: Bolt, Blast, Burst, Smite, Obscure, Conceal Arcana, Fear, Zombie, and Invisibility

Common trappings: shadows, demons, grim reapers.

Status EffectsEdit

Poison (Bio)Edit

Effective only against living creatures. Can cause enemies to take damage over time. The poisoned character must do a vigor check (-2 if there is a raise) on every turn and suffer a wound when failed. (-2 if there is a raise)

Core Rules Power equivalent: Bolt, Blast, Burst, Environmental Protection, Smite, and Lower Trait

Common trappings: bees, green or purple goo.

BlinkEdit

Causes the target to be harder to hit.

Core Rules Power equivalent: Deflection

Common trappings: Blurred image, shadows, reflections

FloatEdit

The target becomes airborne, thus impossible to hit with melee attacks or earth-based magicks.

Core Rules Power equivalent: Fly

Common trappings: Magical wings, hovering

HasteEdit

Causes the target to speed up.

Core Rules Power equivalent: Quickness, Speed

Common trappings: magical clocks, hourglasses

Invisible (Vanish)Edit

The ultimate stealth. Some creatures might still notice the user, particularly those that do not rely as much on sight.

Core Rules Power equivalent: Invisibility

Common trappings: Smoke bombs, leafs

ProtectEdit

Increases physical defense. Has no effect on magick attacks.

Core Rules Power equivalent: Deflection, Armor

Common trappings: Magical shield

ShellEdit

Defends against magick, but not physical attacks.

Core Rules Power equivalent: armor, deflection

Common trappings: Magical shield

ReflectEdit

Redirects any magicks used on the target a random enemy of the target. If a friend tries to heal the target, a random enemy will heal.

Core Rules Power equivalent: Deflection?

Common trappings: Magical Mirrors

BerserkEdit

Causes target to become violent, only utilizing physical attacks although with increased damage and reduced accuracy. In savage worlds terms, a combination of the Berserk edge and the Bloodthirsty Hindrance from the core rules. It has a tactical use for both allies and enemies.

Core Rules Power equivalent: Boost/Lower trait

Common trappings: Burning rage

Blind (Darkness)Edit

Reduces attack accuracy.

Core Rules Power equivalent: Obscure

Common trappings: Darkness, magical blindfolds or sunglasses

CharmEdit

Causes target to attack its allies.

Core Rules Power equivalent: Puppet

Common trappings: Cupid, blowing kisses

ConfuseEdit

Causes character to attack allies and enemies alike

Core Rules Power equivalent: Puppet

Common trappings: Dizziness

DisableEdit

Causes target to be unable to perform any actions except moving.

Core Rules Power equivalent: Entangle

Common trappings: Shot to the arm

FreezeEdit

Causes target to stop acting until ice melts. Physical attacks do more damage. Fire-based attacks remove status. Often a bonus effect to ice attacks.

Core Rules Power equivalent: Entangle

Common trappings: turning blue, encased in ice

PetrifyEdit

Target is as good as dead. Often a bonus effect to earth attacks.

Core Rules Power equivalent: Entangle

Common trappings: Turning to stone

ImmobilizeEdit

Causes target to be unable to walk.

Core Rules Power equivalent: Entangle

Common trappings: Leg shot, vines

OilEdit

Target is covered in oil, thus more susceptible to fire attacks.

Core Rules Power equivalent: Smite, lower trait

Common trappings: big globs of oil

SilenceEdit

Renders target speechless, thus unable to cast magicks.

Core Rules Power equivalent: Entangle, lower trait

Common trappings: "…"

SleepEdit

Character falls asleep and is unable to act until physically struck.

Core Rules Power equivalent: Stun

Common trappings: sheep, lullabies, fumes